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HierarchicalOverlay Class Reference

#include <HierarchicalPathfinder.h>

Inheritance diagram for HierarchicalOverlay:
Collaboration diagram for HierarchicalOverlay:

Public Member Functions

 HierarchicalOverlay (HierarchicalPathfinder &pathfinderHier)
 
virtual void BuildTextureRGBA (u8 *data, size_t w, size_t h)
 Called each frame to generate the texture to render on the terrain. More...
 
- Public Member Functions inherited from TerrainTextureOverlay
 TerrainTextureOverlay (float texelsPerTile, int priority=100)
 
 ~TerrainTextureOverlay () override
 
- Public Member Functions inherited from ITerrainOverlay
virtual ~ITerrainOverlay ()
 
virtual void RenderBeforeWater (Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
 
virtual void RenderAfterWater (Renderer::Backend::IDeviceCommandContext *deviceCommandContext, int cullGroup)
 

Public Attributes

HierarchicalPathfinderm_PathfinderHier
 

Additional Inherited Members

- Static Public Member Functions inherited from ITerrainOverlay
static void RenderOverlaysBeforeWater (Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
 Draw all ITerrainOverlay objects that exist and that should be drawn before water. More...
 
static void RenderOverlaysAfterWater (Renderer::Backend::IDeviceCommandContext *deviceCommandContext, int cullGroup)
 Draw all ITerrainOverlay objects that exist and that should be drawn after water. More...
 
- Protected Member Functions inherited from TerrainTextureOverlay
virtual void BuildTextureRGBA (u8 *data, size_t w, size_t h)=0
 Called each frame to generate the texture to render on the terrain. More...
 
SColor4ub GetColor (size_t idx, u8 alpha) const
 Returns an arbitrary color, for subclasses that want to distinguish different integers visually. More...
 
- Protected Member Functions inherited from ITerrainOverlay
 ITerrainOverlay (int priority)
 

Constructor & Destructor Documentation

◆ HierarchicalOverlay()

HierarchicalOverlay::HierarchicalOverlay ( HierarchicalPathfinder pathfinderHier)
inline

Member Function Documentation

◆ BuildTextureRGBA()

virtual void HierarchicalOverlay::BuildTextureRGBA ( u8 data,
size_t  w,
size_t  h 
)
inlinevirtual

Called each frame to generate the texture to render on the terrain.

data is w*h*4 bytes, where w and h are the terrain size multiplied by texelsPerTile. data defaults to fully transparent, and should be filled with data in RGBA order.

Implements TerrainTextureOverlay.

Member Data Documentation

◆ m_PathfinderHier

HierarchicalPathfinder& HierarchicalOverlay::m_PathfinderHier

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