Cytopia  0.3
A city building simulation game
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enums.hxx
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1 #ifndef ENUMS_HXX_
2 #define ENUMS_HXX_
3 
4 #include <stddef.h>
5 #include <vector>
6 #include "betterEnums.hxx"
7 
9 enum Layer : unsigned int
10 {
11  NONE,
15  ZONE,
16  ROAD,
26 };
27 
29 static Layer allLayersOrdered[] = {
32 
37 
38 const static std::vector<Layer> layersPowerlinesCanCross = {Layer::ROAD, Layer::WATER, Layer::FLORA};
39 
45 enum class LayerEditMode
46 {
47  TERRAIN,
48  BLUEPRINT
49 };
50 
51 enum class PlacementMode
52 {
53  SINGLE,
55  LINE,
56  RECTANGLE
57 };
58 
59 enum class DemolishMode
60 {
61  DEFAULT,
62  DE_ZONE,
64 };
65 
66 #endif
DemolishMode::DE_ZONE
@ DE_ZONE
Remove only zones.
SYMBOLS
@ SYMBOLS
12- Symbols to display over buildings like no power / water and so on
Definition: enums.hxx:23
WATER
@ WATER
6- Water tiles
Definition: enums.hxx:17
PlacementMode
PlacementMode
Definition: enums.hxx:51
MOVABLE_OBJECTS
@ MOVABLE_OBJECTS
7- Cars, Pedestrians
Definition: enums.hxx:18
POWERLINES
@ POWERLINES
9- Powerlines
Definition: enums.hxx:20
NONE
@ NONE
0- this must be FIRST !!!
Definition: enums.hxx:11
DemolishMode::GROUND_DECORATION
@ GROUND_DECORATION
Remove only ground decoration.
PlacementMode::STRAIGHT_LINE
@ STRAIGHT_LINE
Place tiles in a straight, rectangular line.
ZONE
@ ZONE
4- Optional layer, zones(Industrial/Residential/Commercial).
Definition: enums.hxx:15
BLUEPRINT
@ BLUEPRINT
1- Optional layer - Map Blueprint
Definition: enums.hxx:12
BUILDINGS
@ BUILDINGS
8- Buildings, Streets and everything that goes on the terrain
Definition: enums.hxx:19
PlacementMode::LINE
@ LINE
Place tiles in a line from start to end point.
PlacementMode::SINGLE
@ SINGLE
Place tiles on a single spot.
FLORA
@ FLORA
10- Trees and other flora/Fauna tiles
Definition: enums.hxx:21
ANIMATIONS
@ ANIMATIONS
11- Animations like smoke
Definition: enums.hxx:22
DemolishMode::DEFAULT
@ DEFAULT
Demolish everything, but not.
TERRAIN
@ TERRAIN
3- Terrain tiles, decorations, ... - must always be a "full" tile
Definition: enums.hxx:14
PlacementMode::RECTANGLE
@ RECTANGLE
draw a rectangle between start and end point
LayerEditMode
LayerEditMode
This enum is for switching between layers.
Definition: enums.hxx:45
layersInActiveOrder
static Layer layersInActiveOrder[]
This is a ordered list of all relevant layers from the most active to the least active.
Definition: enums.hxx:34
ROAD
@ ROAD
5- Optional layer, roads.
Definition: enums.hxx:16
LayerEditMode::TERRAIN
@ TERRAIN
Default "overworld" edit mode.
layersPowerlinesCanCross
const static std::vector< Layer > layersPowerlinesCanCross
Definition: enums.hxx:38
allLayersOrdered
static Layer allLayersOrdered[]
This is a ordered list of all relevant layers we need to interact with.
Definition: enums.hxx:29
DemolishMode
DemolishMode
Definition: enums.hxx:59
GROUND_DECORATION
@ GROUND_DECORATION
13- Decoration to place beneath buildings. Like concrete or grass
Definition: enums.hxx:24
LAYERS_COUNT
@ LAYERS_COUNT
this must be LAST !!!
Definition: enums.hxx:25
LayerEditMode::BLUEPRINT
@ BLUEPRINT
Placing water pipes and underground transportation on the Blueprint layer.
Layer
Layer
All Layers we have.
Definition: enums.hxx:9
UNDERGROUND
@ UNDERGROUND
2- Optional layer - Pipes, Subway-pipes and so onn
Definition: enums.hxx:13