Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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W3DSnowManager Class Reference

#include <W3DSnow.h>

Inherits SnowManager.

Public Member Functions

 W3DSnowManager (void)
 
 ~W3DSnowManager (void)
 
virtual void init (void)
 
virtual void reset (void)
 
virtual void update (void)
 
virtual void updateIniSettings (void)
 
void render (RenderInfoClass &rinfo)
 
void renderAsQuads (RenderInfoClass &rinfo, Int cubeOriginX, Int cubeOriginY, Int cubeDimX, Int cubeDimY)
 
void renderSubBox (RenderInfoClass &rinfo, Int originX, Int originY, Int cubeDimX, Int cubeDimY)
 
void ReleaseResources (void)
 
Bool ReAcquireResources (void)
 
- Public Member Functions inherited from SnowManager
 SnowManager (void)
 
 ~SnowManager (void)
 
void setVisible (Bool showWeather)
 enable/disable rendering of weather - assuming it's available on map.
 
- Public Member Functions inherited from SubsystemInterface
 SubsystemInterface ()
 
virtual ~SubsystemInterface ()
 
virtual void postProcessLoad ()
 
virtual void draw (void)
 
void UPDATE (void)
 
void DRAW (void)
 
AsciiString getName (void)
 
void setName (AsciiString name)
 

Additional Inherited Members

- Public Types inherited from SnowManager
enum  { SNOW_NOISE_X =64 , SNOW_NOISE_Y =64 }
 
- Protected Attributes inherited from SnowManager
Realm_startingHeights
 
Real m_time
 time elapsed since it started snowing.
 
Real m_velocity
 positive velocity of falling snow
 
Real m_fullTimePeriod
 time for snow to complete a full animation cycle.
 
Real m_frequencyScaleX
 used to adjust snow position.
 
Real m_frequencyScaleY
 used to adjust snow position.
 
Real m_amplitude
 used to adjust amount of of snow movement.
 
Real m_pointSize
 used to control hardware point-sprite size.
 
Real m_maxPointSize
 used to control maximum pixel size of sprites.
 
Real m_minPointSize
 used to control minimum pixel size of sprites.
 
Real m_quadSize
 used to control quad size when no hardware point sprites.
 
Real m_boxDimensions
 used to set dimensions of box surrounding camera.
 
Real m_emitterSpacing
 used to control how many emitters are present per world unit
 
Bool m_isVisible
 used to prevent map weather (if defined) from rendering.
 
- Protected Attributes inherited from SubsystemInterface
AsciiString m_name
 

Detailed Description

Definition at line 31 of file W3DSnow.h.

Constructor & Destructor Documentation

◆ W3DSnowManager()

W3DSnowManager::W3DSnowManager ( void )

Definition at line 45 of file W3DSnow.cpp.

◆ ~W3DSnowManager()

W3DSnowManager::~W3DSnowManager ( void )

Definition at line 52 of file W3DSnow.cpp.

Member Function Documentation

◆ init()

void W3DSnowManager::init ( void )
virtual
  • Assign any default values to data required for the class
    • Allocate any memory and resources needed throughout the lifetime of the class

Reimplemented from SnowManager.

Definition at line 57 of file W3DSnow.cpp.

◆ ReAcquireResources()

Bool W3DSnowManager::ReAcquireResources ( void )

(Re)allocates all W3D/D3D assets after a reset..

Definition at line 77 of file W3DSnow.cpp.

◆ ReleaseResources()

void W3DSnowManager::ReleaseResources ( void )

Releases all W3D/D3D assets before a reset..

Definition at line 64 of file W3DSnow.cpp.

◆ render()

void W3DSnowManager::render ( RenderInfoClass & rinfo)

Definition at line 328 of file W3DSnow.cpp.

◆ renderAsQuads()

void W3DSnowManager::renderAsQuads ( RenderInfoClass & rinfo,
Int cubeOriginX,
Int cubeOriginY,
Int cubeDimX,
Int cubeDimY )

For hardware that doesn't support point sprites

Definition at line 456 of file W3DSnow.cpp.

◆ renderSubBox()

void W3DSnowManager::renderSubBox ( RenderInfoClass & rinfo,
Int originX,
Int originY,
Int cubeDimX,
Int cubeDimY )

Definition at line 181 of file W3DSnow.cpp.

◆ reset()

void W3DSnowManager::reset ( void )
virtual
  • Any system should be able to reset all data and go back to an empty state that is ready to accept a completely new set of data. Reset() can expect to be used in the context of resetting the engine in order to start or load a new game.
    • Do NOT free and re-allocate resources needed, where possible reorganize and re-initialize the resources already allocated.
    • After a reset, the system does not need to be in EXACTLY the same state as a fresh instantiation. If there are persistent state information for the system make sure you maintain it while restoring or re-initializing other transient parts.

Reimplemented from SnowManager.

Definition at line 157 of file W3DSnow.cpp.

◆ update()

void W3DSnowManager::update ( void )
virtual
  • Update methods are the place to do system per frame processing. You should call the system update once each time through the game loop to service the system.
    • Note that currently the GameClient and GameLogic will be updating at different rates where the logic is running real time, and the client will adjust how many loops can be done during one server time slice in order to improve performance on low end machines.

Implements SubsystemInterface.

Definition at line 162 of file W3DSnow.cpp.

◆ updateIniSettings()

void W3DSnowManager::updateIniSettings ( void )
virtual

Reimplemented from SnowManager.

Definition at line 145 of file W3DSnow.cpp.


The documentation for this class was generated from the following files: