/usr/include/crystalspace-2.0/iengine/halo.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2001 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IENGINE_HALO_H__
#define __CS_IENGINE_HALO_H__
/**\file
* Halo interfaces
*/
/**
* \addtogroup engine3d_light
* @{ */
#include "csutil/scf.h"
#include "csgeom/vector4.h"
struct iMaterialWrapper;
/**
* The possible halo-types.
*/
enum csHaloType
{
/// Cross halo
cshtCross,
/// Nova halo
cshtNova,
/// Flare halo
cshtFlare
};
/**
* This is the basic interface for all types of halos.
*/
struct iBaseHalo : public virtual iBase
{
SCF_INTERFACE(iBaseHalo,2,0,0);
/// Set intensity.
virtual void SetIntensity (float i) = 0;
/// Get intensity.
virtual float GetIntensity () = 0;
/// Get halo type.
virtual csHaloType GetType () = 0;
};
/**
* This is a halo which resembles a cross.
*/
struct iCrossHalo : public virtual iBase
{
SCF_INTERFACE(iCrossHalo,2,0,0);
/// Set intensity factor.
virtual void SetIntensityFactor (float i) = 0;
/// Get intensity factor.
virtual float GetIntensityFactor () = 0;
/// Set cross factor.
virtual void SetCrossFactor (float i) = 0;
/// Get cross factor.
virtual float GetCrossFactor () = 0;
};
/**
* This is a halo which resembles a nova.
*/
struct iNovaHalo : public virtual iBase
{
SCF_INTERFACE(iNovaHalo,2,0,0);
/// Set random seed for generating the halo.
virtual void SetRandomSeed (int s) = 0;
/// Get random seed.
virtual int GetRandomSeed () = 0;
/// Set the number of halo spokes.
virtual void SetSpokeCount (int s) = 0;
/// Get the number of halo spokes.
virtual int GetSpokeCount () = 0;
/// Set the roundness factor.
virtual void SetRoundnessFactor (float r) = 0;
/// Get the roundness factor.
virtual float GetRoundnessFactor () = 0;
};
/**
* This is a halo which resembles a (solar) flare.
*/
struct iFlareHalo : public virtual iBase
{
SCF_INTERFACE(iFlareHalo,2,0,0);
/**
* Add a visual component to the flare.
* give position, size, image and mixmode.
* The component is added at the end of the list - to be displayed last.
* Returns added component id.
*/
virtual uint AddComponent (float pos, float w, float h, uint mode,
iMaterialWrapper *image) = 0;
/**
* Set component color, use id retrieved from AddComponent.
*/
virtual void SetComponentColor (uint component, const csVector4& color) = 0;
};
/** @} */
#endif // __CS_IENGINE_HALO_H__
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