#include <IrrlichtDevice.h>
#include "threads.h"
#include <string>
-#include <map>
+#include <vector>
class IGameDef;
// Animation made up by splitting the texture to vertical frames, as
// defined by extra parameters
#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
+#define MATERIAL_FLAG_HIGHLIGHTED 0x10
/*
This fully defines the looks of a tile.
// Sets everything else except the texture in the material
void applyMaterialOptions(video::SMaterial &material) const
{
- switch(material_type){
+ switch (material_type) {
case TILE_MATERIAL_BASIC:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
break;
case TILE_MATERIAL_WAVING_PLANTS:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- break;
+ break;
}
- material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
+ material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
+ ? true : false;
}
void applyMaterialOptionsWithShaders(video::SMaterial &material) const
{
- material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
+ material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
+ ? true : false;
}
u32 texture_id;
// Animation parameters
u8 animation_frame_count;
u16 animation_frame_length_ms;
- std::map<u32, FrameSpec> frames;
+ std::vector<FrameSpec> frames;
u8 rotation;
};