Colobot
Classes | Typedefs | Enumerations | Functions | Variables
Gfx Namespace Reference

Namespace for (new) graphics code. More...

Classes

struct  CachedFont
 Base TTF font with UTF-8 char cache. More...
 
class  CCamera
 Camera moving in 3D scene. More...
 
class  CCloud
 Cloud layer renderer. More...
 
class  CDefaultFramebuffer
 Concrete implementation of default framebuffer. More...
 
class  CDevice
 Abstract interface of graphics device. More...
 
class  CEngine
 The graphics engine. More...
 
class  CFramebuffer
 Abstract interface of default framebuffer and offscreen framebuffers. More...
 
class  CFrameBufferPixels
 
class  CGL14Device
 Implementation of CDevice interface in OpenGL. More...
 
class  CGL21Device
 Implementation of CDevice interface in OpenGL. More...
 
class  CGL33Device
 Implementation of CDevice interface in OpenGL 3.3. More...
 
class  CGLFramebuffer
 Implementation of CFramebuffer interface in OpenGL 3.0+. More...
 
class  CGLFramebufferEXT
 
class  CGLFrameBufferPixels
 
struct  CharTexture
 Texture of font character. More...
 
class  CLightManager
 Manager for dynamic lights in 3D scene. More...
 
class  CLightning
 Lightning effect renderer. More...
 
class  CModel
 3D model saved in model file More...
 
class  CModelIOException
 
class  CModelManager
 Manager for models read from model files. More...
 
class  CModelMesh
 Mesh data saved in model file. More...
 
class  CNullDevice
 Device implementation that doesn't render anything. More...
 
class  COldModelManager
 Manager for static models. More...
 
struct  Color
 RGBA color. More...
 
struct  ColorHSV
 HSV color. More...
 
class  CParticle
 Particle engine. More...
 
class  CPlanet
 Planet manager. More...
 
class  CPyro
 Fire effect renderer. More...
 
class  CPyroManager
 
class  CTerrain
 Terrain loader/generator and manager. More...
 
class  CText
 Text rendering engine. More...
 
class  CWater
 Water manager/renderer. More...
 
struct  DeviceCapabilities
 This structs contains various capabilities of graphics device. More...
 
struct  DeviceConfig
 General config for graphics device. More...
 
struct  DynamicBuffer
 Struct for dynamic buffers. More...
 
struct  DynamicLight
 Dynamic light in 3D scene. More...
 
struct  EngineBaseObjDataTier
 Tier 3 of object tree (data) More...
 
struct  EngineBaseObject
 
struct  EngineBaseObjTexTier
 Tier 2 of base object tree (textures) More...
 
struct  EngineGroundMark
 A mark on ground drawn by the graphics engine. More...
 
struct  EngineGroundSpot
 A spot (large shadow) drawn on the ground by the graphics engine. More...
 
struct  EngineMouse
 Information about mouse cursor. More...
 
struct  EngineObject
 Object drawn by the graphics engine. More...
 
struct  EngineShadow
 Shadow drawn by the graphics engine. More...
 
struct  EngineTriangle
 A triangle drawn by the graphics engine. More...
 
struct  FontTexture
 Single texture filled with character textures. More...
 
struct  FramebufferParams
 Contains parameters for new framebuffer. More...
 
struct  IntColor
 Color with integer values. More...
 
struct  Light
 Properties of light in 3D scene. More...
 
struct  LightLocations
 
struct  LightProgression
 Describes the progression of light parameters change. More...
 
struct  Material
 Material of a surface. More...
 
struct  ModelCrashSphere
 Crash sphere data as saved in model file. More...
 
struct  ModelHeaderV1AndV2
 Header for new model file version 1 and 2. More...
 
struct  ModelHeaderV3
 Header for new model file version 3. More...
 
struct  ModelMeshHeaderV3
 Header for mesh saved in new model file version 3. More...
 
struct  ModelShadowSpot
 Shadow spot data as saved in model file. More...
 
struct  ModelTriangle
 A single triangle in mesh as saved in model file. More...
 
struct  ModelTriangleV1AndV2
 Triangle of new model file version 1 and 2. More...
 
struct  ModelTriangleV3
 Mesh triangle saved in new model file version 3. More...
 
struct  MultisizeFont
 Font with multiple possible sizes. More...
 
struct  OldModelHeader
 Old Colobot binary model header info. More...
 
struct  OldModelTriangleV1
 Old Colobot binary model file version 1. More...
 
struct  OldModelTriangleV2
 Old Colobot binary model file version 2. More...
 
struct  OldModelTriangleV3
 Old Colobot binary model file version 3. More...
 
struct  Particle
 
struct  PreparedTextureData
 
struct  Texture
 Info about a texture. More...
 
struct  TextureCreateParams
 Parameters for texture creation. More...
 
struct  TextureGenerationParams
 Parameters for texture coordinate generation. More...
 
struct  TextureStageParams
 Parameters for a texture unit. More...
 
struct  Track
 
struct  UniformLocations
 
struct  UTF8Char
 UTF-8 character in font cache. More...
 
struct  Vertex
 Vertex of a primitive. More...
 
struct  VertexCol
 Colored vertex. More...
 
struct  VertexTex2
 Vertex with secondary texture coordinates. More...
 
struct  WheelTrace
 

Typedefs

using CPyroUPtr = std::unique_ptr< CPyro >
 
typedef short FontMetaChar
 Type used for font character metainfo. More...
 

Enumerations

enum  TextureUnit { TEXTURE_PRIMARY = 0, TEXTURE_SECONDARY = 1, TEXTURE_SHADOW = 2 }
 Texture unit values for binding textures. More...
 
enum  TransformType { TRANSFORM_WORLD, TRANSFORM_VIEW, TRANSFORM_PROJECTION, TRANSFORM_SHADOW }
 Type of transformation in rendering pipeline. More...
 
enum  RenderState {
  RENDER_STATE_LIGHTING, RENDER_STATE_BLENDING, RENDER_STATE_FOG, RENDER_STATE_DEPTH_TEST,
  RENDER_STATE_DEPTH_WRITE, RENDER_STATE_ALPHA_TEST, RENDER_STATE_CULLING, RENDER_STATE_DEPTH_BIAS,
  RENDER_STATE_SHADOW_MAPPING
}
 Render states that can be enabled/disabled. More...
 
enum  RenderMode { RENDER_MODE_NORMAL, RENDER_MODE_INTERFACE, RENDER_MODE_SHADOW }
 Render modes the graphics device can be in. More...
 
enum  CompFunc {
  COMP_FUNC_NEVER, COMP_FUNC_LESS, COMP_FUNC_EQUAL, COMP_FUNC_NOTEQUAL,
  COMP_FUNC_LEQUAL, COMP_FUNC_GREATER, COMP_FUNC_GEQUAL, COMP_FUNC_ALWAYS
}
 Type of function used to compare values. More...
 
enum  BlendFunc {
  BLEND_ZERO, BLEND_ONE, BLEND_SRC_COLOR, BLEND_INV_SRC_COLOR,
  BLEND_DST_COLOR, BLEND_INV_DST_COLOR, BLEND_SRC_ALPHA, BLEND_INV_SRC_ALPHA,
  BLEND_DST_ALPHA, BLEND_INV_DST_ALPHA, BLEND_SRC_ALPHA_SATURATE
}
 Type of blending function. More...
 
enum  FogMode { FOG_LINEAR, FOG_EXP, FOG_EXP2 }
 Type of fog calculation function. More...
 
enum  CullMode { CULL_CW, CULL_CCW }
 Culling mode for polygons. More...
 
enum  ShadeModel { SHADE_FLAT, SHADE_SMOOTH }
 Shade model used in rendering. More...
 
enum  FillMode { FILL_POINT, FILL_LINES, FILL_POLY }
 Polygon fill mode. More...
 
enum  PrimitiveType {
  PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_TRIANGLES,
  PRIMITIVE_TRIANGLE_STRIP
}
 Type of primitive to render. More...
 
enum  FrustumPlane {
  FRUSTUM_PLANE_LEFT = 0x01, FRUSTUM_PLANE_RIGHT = 0x02, FRUSTUM_PLANE_TOP = 0x04, FRUSTUM_PLANE_BOTTOM = 0x08,
  FRUSTUM_PLANE_FRONT = 0x10, FRUSTUM_PLANE_BACK = 0x20, FRUSTUM_PLANE_ALL
}
 Planes of frustum space. More...
 
enum  RenderTarget { RENDER_TARGET_COLOR, RENDER_TARGET_DEPTH, RENDER_TARGET_STENCIL }
 Render targets for rendering to textures. More...
 
enum  LightType { LIGHT_POINT, LIGHT_SPOT, LIGHT_DIRECTIONAL }
 Type of light in 3D scene. More...
 
enum  TexImgFormat {
  TEX_IMG_AUTO, TEX_IMG_RGB, TEX_IMG_BGR, TEX_IMG_RGBA,
  TEX_IMG_BGRA
}
 Format of image data. More...
 
enum  TexFilter { TEX_FILTER_NEAREST, TEX_FILTER_BILINEAR, TEX_FILTER_TRILINEAR }
 General texture filtering mode. More...
 
enum  TexMinFilter {
  TEX_MIN_FILTER_NEAREST, TEX_MIN_FILTER_LINEAR, TEX_MIN_FILTER_NEAREST_MIPMAP_NEAREST, TEX_MIN_FILTER_LINEAR_MIPMAP_NEAREST,
  TEX_MIN_FILTER_NEAREST_MIPMAP_LINEAR, TEX_MIN_FILTER_LINEAR_MIPMAP_LINEAR
}
 Texture minification filter. More...
 
enum  TexMagFilter { TEX_MAG_FILTER_NEAREST, TEX_MAG_FILTER_LINEAR }
 Texture magnification filter. More...
 
enum  TexWrapMode { TEX_WRAP_CLAMP, TEX_WRAP_CLAMP_TO_BORDER, TEX_WRAP_REPEAT }
 Wrapping mode for texture coords. More...
 
enum  TexMixOperation {
  TEX_MIX_OPER_DEFAULT, TEX_MIX_OPER_REPLACE, TEX_MIX_OPER_MODULATE, TEX_MIX_OPER_ADD,
  TEX_MIX_OPER_SUBTRACT
}
 Multitexture mixing operation. More...
 
enum  TexMixArgument {
  TEX_MIX_ARG_TEXTURE, TEX_MIX_ARG_TEXTURE_0, TEX_MIX_ARG_TEXTURE_1, TEX_MIX_ARG_TEXTURE_2,
  TEX_MIX_ARG_TEXTURE_3, TEX_MIX_ARG_COMPUTED_COLOR, TEX_MIX_ARG_SRC_COLOR, TEX_MIX_ARG_FACTOR
}
 Multitexture mixing argument. More...
 
enum  TexGenMode {
  TEX_GEN_NONE, TEX_GEN_OBJECT_LINEAR, TEX_GEN_EYE_LINEAR, TEX_GEN_SPHERE_MAP,
  TEX_GEN_NORMAL_MAP, TEX_GEN_REFLECTION_MAP
}
 
enum  CameraType {
  CAM_TYPE_NULL = 0, CAM_TYPE_FREE, CAM_TYPE_EDIT, CAM_TYPE_ONBOARD,
  CAM_TYPE_BACK, CAM_TYPE_FIX, CAM_TYPE_EXPLO, CAM_TYPE_SCRIPT,
  CAM_TYPE_VISIT, CAM_TYPE_PLANE
}
 Type of camera. More...
 
enum  CameraSmooth { CAM_SMOOTH_NONE = 0, CAM_SMOOTH_NORM = 1, CAM_SMOOTH_HARD = 2 }
 
enum  CenteringPhase { CAM_PHASE_NULL = 0, CAM_PHASE_START = 1, CAM_PHASE_WAIT = 2, CAM_PHASE_STOP = 3 }
 
enum  CameraEffect {
  CAM_EFFECT_NULL = 0, CAM_EFFECT_TERRAFORM = 1, CAM_EFFECT_CRASH = 2, CAM_EFFECT_EXPLO = 3,
  CAM_EFFECT_SHOT = 4, CAM_EFFECT_VIBRATION = 5, CAM_EFFECT_PET = 6
}
 
enum  CameraOverEffect {
  CAM_OVER_EFFECT_NULL = 0, CAM_OVER_EFFECT_BLOOD = 1, CAM_OVER_EFFECT_FADEIN_WHITE = 2, CAM_OVER_EFFECT_FADEOUT_WHITE = 3,
  CAM_OVER_EFFECT_FADEOUT_BLACK = 4, CAM_OVER_EFFECT_LIGHTNING = 5
}
 
enum  EngineRenderState {
  ENG_RSTATE_NORMAL = 0, ENG_RSTATE_TTEXTURE_BLACK = (1<<0), ENG_RSTATE_TTEXTURE_WHITE = (1<<1), ENG_RSTATE_TDIFFUSE = (1<<2),
  ENG_RSTATE_WRAP = (1<<3), ENG_RSTATE_CLAMP = (1<<4), ENG_RSTATE_LIGHT = (1<<5), ENG_RSTATE_DUAL_BLACK = (1<<6),
  ENG_RSTATE_DUAL_WHITE = (1<<7), ENG_RSTATE_PART1 = (1<<8), ENG_RSTATE_PART2 = (1<<9), ENG_RSTATE_PART3 = (1<<10),
  ENG_RSTATE_PART4 = (1<<11), ENG_RSTATE_2FACE = (1<<12), ENG_RSTATE_ALPHA = (1<<13), ENG_RSTATE_SECOND = (1<<14),
  ENG_RSTATE_FOG = (1<<15), ENG_RSTATE_TCOLOR_BLACK = (1<<16), ENG_RSTATE_TCOLOR_WHITE = (1<<17), ENG_RSTATE_TEXT = (1<<18),
  ENG_RSTATE_OPAQUE_TEXTURE = (1<<19), ENG_RSTATE_OPAQUE_COLOR = (1<<20), ENG_RSTATE_TTEXTURE_ALPHA = (1<<21), ENG_RSTATE_TCOLOR_ALPHA = (1<<22)
}
 Render state of graphics engine. More...
 
enum  EngineTriangleType { ENG_TRIANGLE_TYPE_TRIANGLES = 1, ENG_TRIANGLE_TYPE_SURFACE = 2 }
 Type of triangles drawn for engine objects. More...
 
enum  EngineObjectType {
  ENG_OBJTYPE_NULL = 0, ENG_OBJTYPE_TERRAIN = 1, ENG_OBJTYPE_FIX = 2, ENG_OBJTYPE_VEHICLE = 3,
  ENG_OBJTYPE_DESCENDANT = 4, ENG_OBJTYPE_QUARTZ = 5, ENG_OBJTYPE_METAL = 6
}
 Class of graphics engine object. More...
 
enum  EngineShadowType { ENG_SHADOW_NORM = 0, ENG_SHADOW_WORM = 1 }
 
enum  EngineGroundMarkPhase { ENG_GR_MARK_PHASE_NULL = 0, ENG_GR_MARK_PHASE_INC = 1, ENG_GR_MARK_PHASE_FIX = 2, ENG_GR_MARK_PHASE_DEC = 3 }
 Phase of life of an EngineGroundMark. More...
 
enum  EngineTextureMapping {
  ENG_TEX_MAPPING_X = 1, ENG_TEX_MAPPING_Y = 2, ENG_TEX_MAPPING_Z = 3, ENG_TEX_MAPPING_1X = 4,
  ENG_TEX_MAPPING_1Y = 5, ENG_TEX_MAPPING_1Z = 6
}
 Type of texture mapping. More...
 
enum  EngineMouseType {
  ENG_MOUSE_NORM = 0, ENG_MOUSE_WAIT = 1, ENG_MOUSE_EDIT = 2, ENG_MOUSE_HAND = 3,
  ENG_MOUSE_CROSS = 4, ENG_MOUSE_SHOW = 5, ENG_MOUSE_NO = 6, ENG_MOUSE_MOVE = 7,
  ENG_MOUSE_MOVEH = 8, ENG_MOUSE_MOVEV = 9, ENG_MOUSE_MOVED = 10, ENG_MOUSE_MOVEI = 11,
  ENG_MOUSE_SCROLLL = 12, ENG_MOUSE_SCROLLR = 13, ENG_MOUSE_SCROLLU = 14, ENG_MOUSE_SCROLLD = 15,
  ENG_MOUSE_TARGET = 16, ENG_MOUSE_COUNT
}
 Type of mouse cursor displayed in-game. More...
 
enum  LightPriority { LIGHT_PRI_HIGHEST = 0, LIGHT_PRI_HIGH = 1, LIGHT_PRI_LOW = 2 }
 Priority in light assignment. More...
 
enum  ParticleType {
  PARTIEXPLOT = 1, PARTIEXPLOO = 2, PARTIMOTOR = 3, PARTIGLINT = 4,
  PARTIBLITZ = 5, PARTICRASH = 6, PARTIGAS = 7, PARTIFIRE = 9,
  PARTIFIREZ = 10, PARTIBLUE = 11, PARTISELY = 12, PARTISELR = 13,
  PARTIGUN1 = 18, PARTIGUN2 = 19, PARTIGUN3 = 20, PARTIGUN4 = 21,
  PARTIFRAG = 22, PARTIQUEUE = 23, PARTIORGANIC1 = 24, PARTIORGANIC2 = 25,
  PARTISMOKE1 = 26, PARTISMOKE2 = 27, PARTISMOKE3 = 28, PARTIBLOOD = 30,
  PARTIBLOODM = 31, PARTIVAPOR = 32, PARTIVIRUS = 33, PARTIRAY1 = 43,
  PARTIRAY2 = 44, PARTIRAY3 = 45, PARTIFLAME = 47, PARTIBUBBLE = 48,
  PARTIFLIC = 49, PARTIEJECT = 50, PARTISCRAPS = 51, PARTITOTO = 52,
  PARTIERROR = 53, PARTIWARNING = 54, PARTIINFO = 54, PARTIQUARTZ = 55,
  PARTISPHERE0 = 56, PARTISPHERE1 = 57, PARTISPHERE2 = 58, PARTISPHERE3 = 59,
  PARTISPHERE4 = 60, PARTISPHERE5 = 61, PARTISPHERE6 = 62, PARTIGUNDEL = 66,
  PARTIPART = 67, PARTITRACK1 = 68, PARTITRACK2 = 69, PARTITRACK3 = 70,
  PARTITRACK4 = 71, PARTITRACK5 = 72, PARTITRACK6 = 73, PARTITRACK7 = 74,
  PARTITRACK8 = 75, PARTITRACK9 = 76, PARTITRACK10 = 77, PARTITRACK11 = 78,
  PARTITRACK12 = 79, PARTIGLINTb = 88, PARTIGLINTr = 89, PARTILENS1 = 90,
  PARTILENS2 = 91, PARTILENS3 = 92, PARTILENS4 = 93, PARTICONTROL = 94,
  PARTISHOW = 95, PARTICHOC = 96, PARTIGFLAT = 97, PARTIRECOVER = 98,
  PARTIROOT = 100, PARTIPLOUF0 = 101, PARTIDROP = 106, PARTIFOG0 = 107,
  PARTIFOG1 = 108, PARTIFOG2 = 109, PARTIFOG3 = 110, PARTIFOG4 = 111,
  PARTIFOG5 = 112, PARTIFOG6 = 113, PARTIFOG7 = 114, PARTILIMIT1 = 117,
  PARTILIMIT2 = 118, PARTILIMIT3 = 119, PARTIWATER = 121, PARTIEXPLOG1 = 122,
  PARTIEXPLOG2 = 123, PARTIBASE = 124
}
 
enum  ParticlePhase { PARPHSTART = 0, PARPHEND = 1 }
 
enum  PlanetType { Sky, OuterSpace }
 Type of planet which determines when it is displayed. More...
 
enum  PyroType {
  PT_NULL = 0, PT_FRAGT = 1, PT_FRAGO = 2, PT_FRAGW = 4,
  PT_EXPLOT = 5, PT_EXPLOO = 6, PT_EXPLOW = 8, PT_SHOTT = 9,
  PT_SHOTH = 10, PT_SHOTM = 11, PT_SHOTW = 12, PT_EGG = 13,
  PT_BURNT = 14, PT_BURNO = 15, PT_SPIDER = 16, PT_FALL = 17,
  PT_WPCHECK = 18, PT_FLCREATE = 19, PT_FLDELETE = 20, PT_RESET = 21,
  PT_WIN = 22, PT_LOST = 23, PT_DEADG = 24, PT_DEADW = 25,
  PT_FINDING = 26
}
 Type of pyro effect. More...
 
enum  TerrainRes {
  TR_NULL = 0, TR_STONE = 1, TR_URANIUM = 2, TR_POWER = 3,
  TR_KEY_A = 4, TR_KEY_B = 5, TR_KEY_C = 6, TR_KEY_D = 7
}
 Underground resource type. More...
 
enum  TextAlign { TEXT_ALIGN_RIGHT, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER }
 Type of text alignment. More...
 
enum  FontType {
  FONT_BOLD = 0x04, FONT_ITALIC = 0x08, FONT_COLOBOT = 0x00, FONT_COLOBOT_BOLD = FONT_COLOBOT | FONT_BOLD,
  FONT_COLOBOT_ITALIC = FONT_COLOBOT | FONT_ITALIC, FONT_COURIER = 0x01, FONT_COURIER_BOLD = FONT_COURIER | FONT_BOLD, FONT_BUTTON = 0x03
}
 Type of font. More...
 
enum  FontTitle { FONT_TITLE_BIG = 0x01 << 4, FONT_TITLE_NORM = 0x02 << 4, FONT_TITLE_LITTLE = 0x03 << 4 }
 Size of font title. More...
 
enum  FontHighlight {
  FONT_HIGHLIGHT_NONE = 0x00 << 6, FONT_HIGHLIGHT_TABLE = 0x02 << 6, FONT_HIGHLIGHT_KEY = 0x03 << 6, FONT_HIGHLIGHT_TOKEN = 0x04 << 6,
  FONT_HIGHLIGHT_TYPE = 0x05 << 6, FONT_HIGHLIGHT_CONST = 0x06 << 6, FONT_HIGHLIGHT_THIS = 0x07 << 6, FONT_HIGHLIGHT_COMMENT = 0x08 << 6,
  FONT_HIGHLIGHT_KEYWORD = 0x09 << 6, FONT_HIGHLIGHT_STRING = 0x0A << 6
}
 Type of color highlight for text. More...
 
enum  FontMask {
  FONT_MASK_FONT = 0x00f, FONT_MASK_TITLE = 0x030, FONT_MASK_HIGHLIGHT = 0x3c0, FONT_MASK_LINK = 0x400,
  FONT_MASK_IMAGE = 0x800
}
 Masks in FontMetaChar for different attributes. More...
 
enum  SpecialChar {
  CHAR_TAB = '\t', CHAR_NEWLINE = '\n', CHAR_DOT = 1, CHAR_SQUARE = 2,
  CHAR_SKIP_RIGHT = 5, CHAR_SKIP_LEFT = 6
}
 Special codes for certain characters. More...
 
enum  WaterType {
  WATER_NULL = 0, WATER_TT = 1, WATER_TO = 2, WATER_CT = 3,
  WATER_CO = 4
}
 Mode of water display. More...
 
enum  ModelFormat { ModelFormat::Text, ModelFormat::Binary, ModelFormat::Old }
 Describes model format to use. More...
 
enum  ModelLODLevel { ModelLODLevel::Constant = -1, ModelLODLevel::Low = 1, ModelLODLevel::Medium = 2, ModelLODLevel::High = 4 }
 Old level-of-detail enum. More...
 
enum  ModelRenderState {
  ModelRenderState::TTextureBlack = 1, ModelRenderState::TTextureWhite = 2, ModelRenderState::Part1 = 256, ModelRenderState::Part2 = 512,
  ModelRenderState::Part3 = 1024, ModelRenderState::TwoFace = 4096, ModelRenderState::Alpha = 8192
}
 Old render state enum (values copied from EngineRenderState) More...
 
enum  ModelSpecialMark { None, Part1, Part2, Part3 }
 Special marking for some models. More...
 
enum  ModelTransparentMode { ModelTransparentMode::None, ModelTransparentMode::AlphaChannel, ModelTransparentMode::MapBlackToAlpha, ModelTransparentMode::MapWhiteToAlpha }
 Describes how to deal with texture transparency. More...
 
enum  VertexBufferType { VBT_DISPLAY_LIST, VBT_VBO_CORE, VBT_VBO_ARB }
 Specifies type of vertex buffer to use. More...
 
enum  ShadowMappingSupport { SMS_NONE, SMS_ARB, SMS_CORE }
 
enum  FramebufferSupport { FBS_NONE, FBS_EXT, FBS_ARB }
 

Functions

ColorHSV RGB2HSV (Color color)
 Converts a RGB color to HSV color. More...
 
Color HSV2RGB (ColorHSV color)
 Converts a HSV color to RGB color. More...
 
Color IntColorToColor (IntColor color)
 
IntColor ColorToIntColor (Color color)
 
Color IntensityToColor (float intensity)
 
void SetTransparency (CObject *obj, float value)
 Changes the level of transparency of an object and objects transported (battery & cargo) More...
 
bool IsExcludeColor (Math::Point *exclude, int x, int y)
 
bool IsAlien (ObjectType type)
 Check if an object is a destroyable enemy. More...
 
void NameParticle (std::string &name, int num)
 Returns file name of the effect effectNN.png, with NN = number. More...
 
char RandomLetter ()
 Returns random letter for use as virus particle. More...
 
float ProgressCylinder (float progress)
 Returns the height depending on the progress. More...
 
Gfx::IntColor ResourceToColor (TerrainRes res)
 Converts TerrainRes to color. More...
 
bool InitializeGLEW ()
 
FramebufferSupport DetectFramebufferSupport ()
 
std::unique_ptr< CDeviceCreateDevice (const DeviceConfig &config, const std::string &name)
 Creates OpenGL device. More...
 
int GetOpenGLVersion ()
 Returns OpenGL version. More...
 
int GetOpenGLVersion (int &major, int &minor)
 Returns OpenGL version. More...
 
bool AreExtensionsSupported (std::string list)
 Checks if extensions in space-delimited list are supported. More...
 
std::string GetHardwareInfo (bool full=false)
 Returns information about graphics card. More...
 
int ClearGLErrors ()
 Clears OpenGL errors. More...
 
bool CheckGLErrors ()
 Checks for OpenGL errors. More...
 
GLenum TranslateGfxPrimitive (PrimitiveType type)
 Translate Gfx primitive type to OpenGL primitive type. More...
 
CompFunc TranslateGLCompFunc (GLenum flag)
 
GLenum TranslateGfxCompFunc (CompFunc func)
 
BlendFunc TranslateGLBlendFunc (GLenum flag)
 
GLenum TranslateGfxBlendFunc (BlendFunc func)
 
bool InPlane (Math::Vector normal, float originPlane, Math::Vector center, float radius)
 
GLenum TranslateTextureCoordinate (int index)
 
GLenum TranslateTextureCoordinateGen (int index)
 
std::string GetLastShaderError ()
 
GLint LoadShader (GLint type, const char *filename)
 
GLint LinkProgram (int count, GLint shaders[])
 
std::unique_ptr< CGLFrameBufferPixelsGetGLFrameBufferPixels (Math::IntPoint size)
 
PreparedTextureData PrepareTextureData (ImageData *imageData, TexImgFormat format)
 

Variables

const float MOUSE_EDGE_MARGIN = 0.01f
 
const Math::IntPoint MOUSE_SIZE (32, 32)
 
const std::map< EngineMouseType, EngineMouseMOUSE_TYPES
 
const float LTNG_PROTECTION_RADIUS = 200.0f
 Radius of lightning protection. More...
 
const float FOG_HSUP = 10.0f
 
const float FOG_HINF = 100.0f
 
const short MAXPARTICULE = 500
 
const short MAXPARTITYPE = 6
 
const short MAXTRACK = 100
 
const short MAXTRACKLEN = 10
 
const short MAXPARTIFOG = 100
 
const short MAXWHEELTRACE = 1000
 
const short SH_WORLD = 0
 
const short SH_FRONT = 1
 
const short SH_INTERFACE = 2
 
const short SH_MAX = 3
 
const std::map< TerrainRes, Gfx::IntColorRESOURCE_PALETTE
 
const float TERRAIN_FLATLIMIT = (5.0f*Math::PI/180.0f)
 Limit of slope considered a flat piece of land. More...
 
const float FONT_SIZE_SMALL = 12.0f
 Standard small font size. More...
 
const float FONT_SIZE_BIG = 18.0f
 Standard big font size. More...
 
GLuint textureCoordinates [] = { GL_S, GL_T, GL_R, GL_Q }
 
GLuint textureCoordGen [] = { GL_TEXTURE_GEN_S, GL_TEXTURE_GEN_T, GL_TEXTURE_GEN_R, GL_TEXTURE_GEN_Q }
 
std::string lastShaderError
 

Detailed Description

Namespace for (new) graphics code.

This namespace was created to avoid clashing with old code, but now it still serves, defining a border between pure graphics engine and other parts of application.

Typedef Documentation

typedef short Gfx::FontMetaChar

Type used for font character metainfo.

Enumeration Type Documentation

Texture unit values for binding textures.

These enums should be used for indexing textures instead of raw integers.

Type of transformation in rendering pipeline.

Render states that can be enabled/disabled.

Render modes the graphics device can be in.

Type of function used to compare values.

Type of blending function.

Type of fog calculation function.

Culling mode for polygons.

Enumerator
CULL_CW 

Cull clockwise faces.

CULL_CCW 

Cull counter-clockwise faces.

Shade model used in rendering.

Polygon fill mode.

Enumerator
FILL_POINT 

Draw only points.

FILL_LINES 

Draw only lines.

FILL_POLY 

Draw full polygons.

Type of primitive to render.

Planes of frustum space.

Bitset of flags - can be OR'd together.

Render targets for rendering to textures.

Type of light in 3D scene.

Format of image data.

Enumerator
TEX_IMG_AUTO 

Try to determine automatically (may not work)

TEX_IMG_RGB 

RGB triplet, 3 bytes.

TEX_IMG_BGR 

BGR triplet, 3 bytes.

TEX_IMG_RGBA 

RGBA triplet, 4 bytes.

TEX_IMG_BGRA 

BGRA triplet, 4 bytes.

General texture filtering mode.

Corresponds to typical options in game graphics settings.

Texture minification filter.

Corresponds to OpenGL modes but should translate to DirectX too.

Texture magnification filter.

Wrapping mode for texture coords.

Multitexture mixing operation.

Enumerator
TEX_MIX_OPER_DEFAULT 

Default operation on default params (modulate on computed & texture)

TEX_MIX_OPER_REPLACE 

= Arg1

TEX_MIX_OPER_MODULATE 

= Arg1 * Arg2

TEX_MIX_OPER_ADD 

= Arg1 + Arg2

TEX_MIX_OPER_SUBTRACT 

= Arg1 - Arg2

Multitexture mixing argument.

Enumerator
TEX_MIX_ARG_TEXTURE 

Color from current texture.

TEX_MIX_ARG_TEXTURE_0 

Color from texture unit 0.

TEX_MIX_ARG_TEXTURE_1 

Color from texture unit 1.

TEX_MIX_ARG_TEXTURE_2 

Color from texture unit 2.

TEX_MIX_ARG_TEXTURE_3 

Color from texture unit 3.

TEX_MIX_ARG_COMPUTED_COLOR 

Color computed by previous texture unit (current in DirectX; previous in OpenGL)

TEX_MIX_ARG_SRC_COLOR 

(Source) color of textured fragment (diffuse in DirectX; primary color in OpenGL)

TEX_MIX_ARG_FACTOR 

Constant color (texture factor in DirectX; texture env color in OpenGL)

Enumerator
TEX_GEN_NONE 

No texture generation.

TEX_GEN_OBJECT_LINEAR 

Object linear mode.

TEX_GEN_EYE_LINEAR 

Eye linear mode.

TEX_GEN_SPHERE_MAP 

Spherical mapping mode.

TEX_GEN_NORMAL_MAP 

Normal mapping mode.

TEX_GEN_REFLECTION_MAP 

Reflection mapping mode.

Type of camera.

Enumerator
CAM_TYPE_NULL 

Undefined.

CAM_TYPE_FREE 

Free camera.

CAM_TYPE_EDIT 

Camera while editing a program.

CAM_TYPE_ONBOARD 

Camera on board a robot.

CAM_TYPE_BACK 

Camera behind a robot.

CAM_TYPE_FIX 

Static camera following robot.

CAM_TYPE_EXPLO 

Camera steady after explosion.

CAM_TYPE_SCRIPT 

Camera during a cutscene.

CAM_TYPE_VISIT 

Visit camera, rotates around given position.

CAM_TYPE_PLANE 

Static camera height.

Enumerator
CAM_SMOOTH_NONE 

Sharp.

CAM_SMOOTH_NORM 

Normal.

CAM_SMOOTH_HARD 

Hard.

Enumerator
CAM_EFFECT_NULL 

No effect.

CAM_EFFECT_TERRAFORM 

Digging in.

CAM_EFFECT_CRASH 

Hard landing.

CAM_EFFECT_EXPLO 

Explosion.

CAM_EFFECT_SHOT 

Shot by an enemy.

CAM_EFFECT_VIBRATION 

Vibration during construction.

CAM_EFFECT_PET 

Overheated reactor.

Enumerator
CAM_OVER_EFFECT_NULL 

No effect.

CAM_OVER_EFFECT_BLOOD 

Flash red.

CAM_OVER_EFFECT_FADEIN_WHITE 

White -> nothing.

CAM_OVER_EFFECT_FADEOUT_WHITE 

Nothing -> white.

CAM_OVER_EFFECT_FADEOUT_BLACK 

Nothing -> blue.

CAM_OVER_EFFECT_LIGHTNING 

Lightning.

Render state of graphics engine.

States are used for settings certain modes, for instance texturing and blending. The enum is a bitmask and some of the states can be OR'd together.

Enumerator
ENG_RSTATE_NORMAL 

Normal opaque materials.

ENG_RSTATE_TTEXTURE_BLACK 

The transparent texture (black = no)

ENG_RSTATE_TTEXTURE_WHITE 

The transparent texture (white = no)

ENG_RSTATE_TDIFFUSE 

The transparent diffuse color.

ENG_RSTATE_WRAP 

Texture wrap.

ENG_RSTATE_CLAMP 

Texture borders with solid color.

ENG_RSTATE_LIGHT 

Light texture (ambient max)

ENG_RSTATE_DUAL_BLACK 

Double black texturing.

ENG_RSTATE_DUAL_WHITE 

Double white texturing.

ENG_RSTATE_PART1 

Part 1 (no change in. MOD!)

ENG_RSTATE_PART2 

Part 2.

ENG_RSTATE_PART3 

Part 3.

ENG_RSTATE_PART4 

Part 4.

ENG_RSTATE_2FACE 

Double-sided face.

ENG_RSTATE_ALPHA 

Image using alpha channel.

ENG_RSTATE_SECOND 

Always use 2nd floor texturing.

ENG_RSTATE_FOG 

Causes the fog.

ENG_RSTATE_TCOLOR_BLACK 

The transparent color (black = no)

ENG_RSTATE_TCOLOR_WHITE 

The transparent color (white = no)

ENG_RSTATE_TEXT 

Mode for rendering text.

ENG_RSTATE_OPAQUE_TEXTURE 

Only opaque texture, no blending, etc.

ENG_RSTATE_OPAQUE_COLOR 

Only opaque color, no texture, blending, etc.

ENG_RSTATE_TTEXTURE_ALPHA 

Texture using alpha channel.

ENG_RSTATE_TCOLOR_ALPHA 

Color with transparency.

Type of triangles drawn for engine objects.

Enumerator
ENG_TRIANGLE_TYPE_TRIANGLES 

Triangles.

ENG_TRIANGLE_TYPE_SURFACE 

Surfaces.

Class of graphics engine object.

Enumerator
ENG_OBJTYPE_NULL 

Object doesn't exist.

ENG_OBJTYPE_TERRAIN 

Terrain.

ENG_OBJTYPE_FIX 

Fixed object.

ENG_OBJTYPE_VEHICLE 

Moving object.

ENG_OBJTYPE_DESCENDANT 

Part of a moving object.

ENG_OBJTYPE_QUARTZ 

Fixed object type quartz.

ENG_OBJTYPE_METAL 

Fixed object type metal.

Enumerator
ENG_SHADOW_NORM 

Normal shadow.

ENG_SHADOW_WORM 

TODO: ?

Phase of life of an EngineGroundMark.

Enumerator
ENG_GR_MARK_PHASE_NULL 

Null phase.

ENG_GR_MARK_PHASE_INC 

Increase.

ENG_GR_MARK_PHASE_FIX 

Fixed.

ENG_GR_MARK_PHASE_DEC 

Decrease.

Type of texture mapping.

Type of mouse cursor displayed in-game.

Enumerator
ENG_MOUSE_NORM 

Normal cursor (arrow)

ENG_MOUSE_WAIT 

Busy.

ENG_MOUSE_EDIT 

Edit (I-beam)

ENG_MOUSE_HAND 

Hand.

ENG_MOUSE_CROSS 

Small cross.

ENG_MOUSE_SHOW 

TODO: ?

ENG_MOUSE_NO 

Crossed out sign.

ENG_MOUSE_MOVE 

Resize.

ENG_MOUSE_MOVEH 

Resize horizontally.

ENG_MOUSE_MOVEV 

Resize vertically.

ENG_MOUSE_MOVED 

Resize diagonally bottom-left to top-right.

ENG_MOUSE_MOVEI 

Resize diagonally top-left to bottom-right.

ENG_MOUSE_SCROLLL 

Scroll to the left.

ENG_MOUSE_SCROLLR 

Scroll to the right.

ENG_MOUSE_SCROLLU 

Scroll up.

ENG_MOUSE_SCROLLD 

Scroll down.

ENG_MOUSE_TARGET 

Larger crosshair.

ENG_MOUSE_COUNT 

Number of items in enum.

Priority in light assignment.

Enumerator
LIGHT_PRI_HIGHEST 

always highest weight (always picked)

LIGHT_PRI_HIGH 

high weight

LIGHT_PRI_LOW 

low weight

Enumerator
PARTIEXPLOO 

< technology explosion

PARTIMOTOR 

< organic explosion

PARTIGLINT 

< the engine exhaust gas

PARTIBLITZ 

< reflection

PARTICRASH 

< lightning recharging battery

PARTIGAS 

< dust after fall

PARTIFIRE 

< gas from the reactor

PARTIFIREZ 

< fireball shrinks

PARTIBLUE 

< fireball grows

PARTISELY 

< blue ball

PARTISELR 

< yellow robot lights

PARTIGUN1 

< red robot lights

PARTIGUN2 

< bullet 1 (fireball)

PARTIGUN3 

< bullet 2 (ant)

PARTIGUN4 

< bullet 3 (spider)

PARTIFRAG 

< bullet 4 (orgaball)

PARTIQUEUE 

< triangular fragment

PARTIORGANIC1 

< inflamed tail (TODO: unused?)

PARTIORGANIC2 

< organic ball mother

PARTISMOKE1 

< organic ball daughter

PARTISMOKE2 

< black smoke

PARTISMOKE3 

< black smoke

PARTIBLOOD 

< black smoke

PARTIBLOODM 

< human blood

PARTIVAPOR 

< AlienQueen blood

PARTIVIRUS 

< steam

PARTIRAY1 

< virus (random letter)

PARTIRAY2 

< ray 1 (turn)

PARTIRAY3 

< ray 2 (electric arc)

PARTIFLAME 

< ray 3 (ExchangePost)

PARTIBUBBLE 

< flame

PARTIFLIC 

< bubble

PARTIEJECT 

< circles in the water

PARTISCRAPS 

< ejection from the reactor

PARTITOTO 

< waste from the reactor

PARTIERROR 

< Robby's reactor

PARTIWARNING 

< Robby says no

PARTIINFO 

< Robby says blah

PARTIQUARTZ 

< Robby says yes

PARTISPHERE0 

< reflection crystal

PARTISPHERE1 

< explosion sphere

PARTISPHERE2 

< energy sphere

PARTISPHERE3 

< analysis sphere

PARTISPHERE4 

< shield sphere

PARTISPHERE5 

< information sphere (emit)

PARTISPHERE6 

< botanical sphere (gravity root)

PARTIGUNDEL 

< information sphere (receive)

PARTIPART 

< bullet destroyed by shield

PARTITRACK1 

< object part

PARTITRACK2 

< drag 1

PARTITRACK3 

< drag 2

PARTITRACK4 

< drag 3

PARTITRACK5 

< drag 4

PARTITRACK6 

< drag 5

PARTITRACK7 

< drag 6

PARTITRACK8 

< drag 7

PARTITRACK9 

< drag 8

PARTITRACK10 

< drag 9

PARTITRACK11 

< drag 10

PARTITRACK12 

< drag 11

PARTIGLINTb 

< drag 12 (TODO: unused?)

PARTIGLINTr 

< blue reflection

PARTILENS1 

< red reflection

PARTILENS2 

< brilliance 1 (orange)

PARTILENS3 

< brilliance 2 (yellow)

PARTILENS4 

< brilliance 3 (red)

PARTICONTROL 

< brilliance 4 (violet)

PARTISHOW 

< reflection on button

PARTICHOC 

< shows a place

PARTIGFLAT 

< shock wave

PARTIRECOVER 

< shows if the ground is flat

PARTIROOT 

< blue ball recycler

PARTIPLOUF0 

< gravity root smoke

PARTIDROP 

< splash

PARTIFOG0 

< drop

PARTIFOG1 

< fog 0

PARTIFOG2 

< fog 1

PARTIFOG3 

< fog 2

PARTIFOG4 

< fog 3

PARTIFOG5 

< fog 4

PARTIFOG6 

< fog 5

PARTIFOG7 

< fog 6

PARTILIMIT1 

< fog 7

PARTILIMIT2 

< shows the limits 1

PARTILIMIT3 

< shows the limits 2

PARTIWATER 

< shows the limits 3

PARTIEXPLOG1 

< drop of water

PARTIEXPLOG2 

< ball explosion 1

PARTIBASE 

< ball explosion 2

Type of planet which determines when it is displayed.

Enumerator
Sky 

normal planets, orbiting in the sky

OuterSpace 

only visible during spaceship flight

Type of pyro effect.

Enumerator
PT_FRAGO 

< fragmentation of technical object

PT_FRAGW 

< fragmentation of organic object

PT_EXPLOT 

< fragmentation of object under water

PT_EXPLOO 

< explosion of technical object

PT_EXPLOW 

< explosion of organic object

PT_SHOTT 

< explosion of object under water

PT_SHOTH 

< hit technical object

PT_SHOTM 

< hit human

PT_SHOTW 

< hit queen

PT_EGG 

< hit under water (TODO: check if unused)

PT_BURNT 

< break the egg

PT_BURNO 

< burning of technical object

PT_SPIDER 

< burning of organic object

PT_FALL 

< spider explosion

PT_WPCHECK 

< cargo falling

PT_FLCREATE 

< indicator reaches

PT_FLDELETE 

< flag create

PT_RESET 

< flag destroy

PT_WIN 

< reset position of the object

PT_LOST 

< fireworks

PT_DEADG 

< black smoke

PT_DEADW 

< shooting death

PT_FINDING 

< drowning death

Underground resource type.

Enumerator
TR_NULL 

No resource.

TR_STONE 

Titanium.

TR_URANIUM 

Uranium.

TR_POWER 

Energy.

TR_KEY_A 

Vault keys.

Type of text alignment.

Type of font.

Bitmask in lower 4 bits (mask 0x00f)

Enumerator
FONT_BOLD 

Flag for bold font subtype.

FONT_ITALIC 

Flag for italic font subtype.

FONT_COLOBOT 

Default colobot font used for interface.

FONT_COLOBOT_BOLD 

Alias for bold colobot font.

FONT_COLOBOT_ITALIC 

Alias for italic colobot font.

FONT_COURIER 

Courier (monospace) font used mainly in code editor (only regular & bold)

FONT_COURIER_BOLD 

Alias for bold courier font.

FONT_BUTTON 

Pseudo-font loaded from textures for buttons, icons, etc.

Size of font title.

Used internally by CEdit

Bitmask in 2 bits left shifted 4 (mask 0x030)

Type of color highlight for text.

Bitmask in 4 bits left shifted 6 (mask 0x3c0)

Enumerator
FONT_HIGHLIGHT_TABLE 

code background in SatCom

FONT_HIGHLIGHT_KEY 

background for keys in documentation in SatCom

FONT_HIGHLIGHT_TOKEN 

keywords in CBot scripts

FONT_HIGHLIGHT_TYPE 

types in CBot scripts

FONT_HIGHLIGHT_CONST 

constants in CBot scripts

FONT_HIGHLIGHT_THIS 

"this" keyword in CBot scripts

FONT_HIGHLIGHT_COMMENT 

comments in CBot scripts

FONT_HIGHLIGHT_KEYWORD 

builtin keywords in CBot scripts

FONT_HIGHLIGHT_STRING 

string literals in CBot scripts

Masks in FontMetaChar for different attributes.

Enumerator
FONT_MASK_FONT 

Mask for FontType.

FONT_MASK_TITLE 

Mask for FontTitle.

FONT_MASK_HIGHLIGHT 

Mask for FontHighlight.

FONT_MASK_LINK 

Mask for links.

FONT_MASK_IMAGE 

Mask for image bit (TODO: not used?)

Special codes for certain characters.

Enumerator
CHAR_NEWLINE 

Tab character - :

CHAR_DOT 

Newline character - arrow pointing down and left.

CHAR_SQUARE 

Single dot in the middle.

CHAR_SKIP_RIGHT 

Square.

CHAR_SKIP_LEFT 

Filled triangle pointing right.

Mode of water display.

Enumerator
WATER_NULL 

No water.

WATER_TT 

Transparent texture.

WATER_TO 

Opaque texture.

WATER_CT 

Transparent color.

WATER_CO 

Opaque color.

enum Gfx::ModelFormat
strong

Describes model format to use.

Enumerator
Text 

new text format

Binary 

new binary format

Old 

old binary format, deprecated

enum Gfx::ModelLODLevel
strong

Old level-of-detail enum.

Deprecated:
Enumerator
Constant 

triangle is always visible, no matter at what distance

Low 

triangle is visible at farthest distance (lowest quality)

Medium 

triangle is visible at medium distance (medium quality)

High 

triangle is visible at closest distance (highest quality)

enum Gfx::ModelRenderState
strong

Old render state enum (values copied from EngineRenderState)

Deprecated:
Enumerator
TTextureBlack 

old ENG_RSTATE_TTEXTURE_BLACK

TTextureWhite 

old ENG_RSTATE_TTEXTURE_WHITE

Part1 

old ENG_RSTATE_PART1

Part2 

old ENG_RSTATE_PART2

Part3 

old ENG_RSTATE_PART3

TwoFace 

old ENG_RSTATE_2FACE

Alpha 

old ENG_RSTATE_ALPHA

enum Gfx::ModelSpecialMark
strong

Special marking for some models.

TODO: refactor/remove in the future

Describes how to deal with texture transparency.

TODO: get rid of it in the future (use only alpha channel)

Enumerator
None 

no transparency

AlphaChannel 

use alpha channel

MapBlackToAlpha 

map black color to alpha

MapWhiteToAlpha 

map white color to alpha

Specifies type of vertex buffer to use.

Enumerator
VBT_VBO_CORE 

use display lists

VBT_VBO_ARB 

use core OpenGL 1.5 VBOs

use ARB extension VBOs

Enumerator
SMS_ARB 

No support for depth textures.

SMS_CORE 

ARB extension.

Core support

Function Documentation

ColorHSV Gfx::RGB2HSV ( Color  color)

Converts a RGB color to HSV color.

Color Gfx::HSV2RGB ( ColorHSV  color)

Converts a HSV color to RGB color.

void Gfx::SetTransparency ( CObject obj,
float  value 
)

Changes the level of transparency of an object and objects transported (battery & cargo)

bool Gfx::IsAlien ( ObjectType  type)

Check if an object is a destroyable enemy.

void Gfx::NameParticle ( std::string &  name,
int  num 
)

Returns file name of the effect effectNN.png, with NN = number.

char Gfx::RandomLetter ( )

Returns random letter for use as virus particle.

float Gfx::ProgressCylinder ( float  progress)

Returns the height depending on the progress.

Gfx::IntColor Gfx::ResourceToColor ( TerrainRes  res)

Converts TerrainRes to color.

std::unique_ptr< CDevice > Gfx::CreateDevice ( const DeviceConfig config,
const std::string &  name 
)

Creates OpenGL device.

int Gfx::GetOpenGLVersion ( )

Returns OpenGL version.

int Gfx::GetOpenGLVersion ( int &  major,
int &  minor 
)

Returns OpenGL version.

bool Gfx::AreExtensionsSupported ( std::string  list)

Checks if extensions in space-delimited list are supported.

std::string Gfx::GetHardwareInfo ( bool  full)

Returns information about graphics card.

int Gfx::ClearGLErrors ( )

Clears OpenGL errors.

bool Gfx::CheckGLErrors ( )

Checks for OpenGL errors.

GLenum Gfx::TranslateGfxPrimitive ( PrimitiveType  type)

Translate Gfx primitive type to OpenGL primitive type.

Variable Documentation

const std::map<EngineMouseType, EngineMouse> Gfx::MOUSE_TYPES
Initial value:
= {
}
Edit (I-beam)
Definition: engine.h:451
Resize horizontally.
Definition: engine.h:463
Small cross.
Definition: engine.h:455
Busy.
Definition: engine.h:449
Scroll down.
Definition: engine.h:477
Crossed out sign.
Definition: engine.h:459
Larger crosshair.
Definition: engine.h:479
Scroll to the left.
Definition: engine.h:471
Resize vertically.
Definition: engine.h:465
The transparent texture (black = no)
Definition: engine.h:90
Resize diagonally bottom-left to top-right.
Definition: engine.h:467
Scroll to the right.
Definition: engine.h:473
Hand.
Definition: engine.h:453
Resize diagonally top-left to bottom-right.
Definition: engine.h:469
Normal cursor (arrow)
Definition: engine.h:447
Resize.
Definition: engine.h:461
2D Point with integer coords
Definition: intpoint.h:41
Scroll up.
Definition: engine.h:475
The transparent texture (white = no)
Definition: engine.h:92
const float Gfx::LTNG_PROTECTION_RADIUS = 200.0f

Radius of lightning protection.

const std::map<TerrainRes, Gfx::IntColor> Gfx::RESOURCE_PALETTE
Initial value:
= {
{TR_STONE, Gfx::IntColor(255, 0, 0)},
{TR_URANIUM, Gfx::IntColor(255, 255, 0)},
{TR_POWER, Gfx::IntColor( 0, 255, 0)},
{TR_KEY_A, Gfx::IntColor( 0, 204, 0)},
{TR_KEY_B, Gfx::IntColor( 51, 204, 0)},
{TR_KEY_C, Gfx::IntColor(102, 204, 0)},
{TR_KEY_D, Gfx::IntColor(153, 204, 0)}
}
Energy.
Definition: terrain.h:63
Color with integer values.
Definition: color.h:101
Uranium.
Definition: terrain.h:61
Vault keys.
Definition: terrain.h:66
Titanium.
Definition: terrain.h:59
const float Gfx::TERRAIN_FLATLIMIT = (5.0f*Math::PI/180.0f)

Limit of slope considered a flat piece of land.

const float Gfx::FONT_SIZE_SMALL = 12.0f

Standard small font size.

const float Gfx::FONT_SIZE_BIG = 18.0f

Standard big font size.