heightmap.h
author bjarni
Thu, 05 Oct 2006 12:59:28 +0000
changeset 4739 e626ef1b522e
parent 4300 c7e43c47a2b9
permissions -rw-r--r--
(svn r6651) -Coding feature: added the windowevent WE_INVALIDATE_DATA
This gives the ability to invalidate some window data and recalculate as needed instead of doing it for each WE_PAINT

This event is called right away when using InvalidateWindowData(), so it may be a good idea to set a bool or similar in the window
or similar and then act on that bool in WE_PAINT instead of doing a lot of stuff in WE_INVALIDATE_DATA as it might be called more than once before WE_PAINT is called

InvalidateWindowData() will not automatically repaint the window, so if you want to repaint it as well, you need to mark it dirty as well.

Made the depot windows use WE_INVALIDATE_DATA to set when to generate the engine and wagon lists instead of at each redraw
It makes no sense to regenerate the list when say using the scrollbar if we know that no vehicle have entered or left the list

NOTE: currently there is a piece of code to generate the list when it's not needed and compare it to the stored list and assert if they mismatch
This check is somewhat slow and kills the whole idea of WE_INVALIDATE_DATA, so it's a short lived one to verify that InvalidateWindowData() is used everywhere where it's needed
/* $Id$ */

#ifndef HEIGHTMAP_H
#define HEIGHTMAP_H

/*
 * Order of these enums has to be the same as in lang/english.txt
 * Otherwise you will get inconsistent behaviour.
 */
enum {
	HM_COUNTER_CLOCKWISE, //! Rotate the map counter clockwise 45 degrees
	HM_CLOCKWISE,         //! Rotate the map clockwise 45 degrees
};

/**
 * Get the dimensions of a heightmap.
 * @return Returns false if loading of the image failed.
 */
bool GetHeightmapDimensions(char *filename, uint *x, uint *y);

/**
 * Load a heightmap from file and change the map in his current dimensions
 *  to a landscape representing the heightmap.
 * It converts pixels to height. The brighter, the higher.
 */
void LoadHeightmap(char *filename);

/**
 * Make an empty world where all tiles are of height 'tile_height'.
 */
void FlatEmptyWorld(byte tile_height);

#endif /* HEIGHTMAP_H */