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Cytopia
0.3
A city building simulation game
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#include <stddef.h>
#include <vector>
#include "betterEnums.hxx"
Go to the source code of this file.
Enumerations | |
enum | Layer : unsigned int { NONE, BLUEPRINT, UNDERGROUND, TERRAIN, ZONE, ROAD, WATER, MOVABLE_OBJECTS, BUILDINGS, POWERLINES, FLORA, ANIMATIONS, SYMBOLS, GROUND_DECORATION, LAYERS_COUNT } |
All Layers we have. More... | |
enum | LayerEditMode { LayerEditMode::TERRAIN, LayerEditMode::BLUEPRINT } |
This enum is for switching between layers. More... | |
enum | PlacementMode { PlacementMode::SINGLE, PlacementMode::STRAIGHT_LINE, PlacementMode::LINE, PlacementMode::RECTANGLE } |
enum | DemolishMode { DemolishMode::DEFAULT, DemolishMode::DE_ZONE, DemolishMode::GROUND_DECORATION } |
Variables | |
static Layer | allLayersOrdered [] |
This is a ordered list of all relevant layers we need to interact with. More... | |
static Layer | layersInActiveOrder [] |
This is a ordered list of all relevant layers from the most active to the least active. More... | |
const static std::vector< Layer > | layersPowerlinesCanCross = {Layer::ROAD, Layer::WATER, Layer::FLORA} |
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All Layers we have.
Enumerator | |
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NONE | 0- this must be FIRST !!! |
BLUEPRINT | 1- Optional layer - Map Blueprint |
UNDERGROUND | 2- Optional layer - Pipes, Subway-pipes and so onn |
TERRAIN | 3- Terrain tiles, decorations, ... - must always be a "full" tile |
ZONE | 4- Optional layer, zones(Industrial/Residential/Commercial). |
ROAD | 5- Optional layer, roads. |
WATER | 6- Water tiles |
MOVABLE_OBJECTS | 7- Cars, Pedestrians |
BUILDINGS | 8- Buildings, Streets and everything that goes on the terrain |
POWERLINES | 9- Powerlines |
FLORA | 10- Trees and other flora/Fauna tiles |
ANIMATIONS | 11- Animations like smoke |
SYMBOLS | 12- Symbols to display over buildings like no power / water and so on |
GROUND_DECORATION | 13- Decoration to place beneath buildings. Like concrete or grass |
LAYERS_COUNT | this must be LAST !!! |
Definition at line 9 of file enums.hxx.
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This is a ordered list of all relevant layers we need to interact with.
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This is a ordered list of all relevant layers from the most active to the least active.
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