2 changed files with 1 additions and 267 deletions
@ -1,266 +0,0 @@
|
||||
!_TAG_FILE_FORMAT 2 /extended format; --format=1 will not append ;" to lines/ |
||||
!_TAG_FILE_SORTED 1 /0=unsorted, 1=sorted, 2=foldcase/ |
||||
!_TAG_PROGRAM_AUTHOR Darren Hiebert /dhiebert@users.sourceforge.net/ |
||||
!_TAG_PROGRAM_NAME Exuberant Ctags // |
||||
!_TAG_PROGRAM_URL http://ctags.sourceforge.net /official site/ |
||||
!_TAG_PROGRAM_VERSION 5.8 // |
||||
A src/renderer.cpp /^ real32 A;$/;" m struct:clear_col file: |
||||
B src/renderer.cpp /^ real32 B;$/;" m struct:clear_col file: |
||||
CAMERA_Z_CLAMP_ANGLE src/renderer.cpp 29;" d file: |
||||
CONE_ANGLE src/hexgame.cpp 19;" d file: |
||||
CONE_FILL src/hexgame.h /^ CONE_FILL,$/;" e enum:HexDrawMode |
||||
DEBUG_DRAW src/hexgame.cpp 16;" d file: |
||||
DEBUG_FRAGMENT_SHADER_CODE src/renderer.cpp /^const char * DEBUG_FRAGMENT_SHADER_CODE =$/;" v |
||||
EVEN src/hexlib.cpp /^const int EVEN = 1;$/;" v |
||||
Entity src/hexgame.h /^struct Entity$/;" s |
||||
FILL src/hexgame.h /^ FILL,$/;" e enum:HexDrawMode |
||||
FILL_COLOR src/hexgame.cpp 14;" d file: |
||||
FRAGMENT_SHADER_CODE src/renderer.cpp /^const char * FRAGMENT_SHADER_CODE =$/;" v |
||||
FractionalHex src/hexlib.h /^ FractionalHex(double q_, double r_, double s_): q(q_), r(r_), s(s_) {}$/;" f struct:FractionalHex |
||||
FractionalHex src/hexlib.h /^struct FractionalHex$/;" s |
||||
G src/renderer.cpp /^ real32 G;$/;" m struct:clear_col file: |
||||
HEX_ORIENTATION src/hexgame.cpp 13;" d file: |
||||
HEX_RADIUS src/hexgame.cpp 12;" d file: |
||||
HEX_SIZE src/hexgame.cpp 11;" d file: |
||||
Hex src/hexlib.h /^ Hex(): q(0), r(0), s(0) {}$/;" f struct:Hex |
||||
Hex src/hexlib.h /^ Hex(int q_, int r_, int s_): q(q_), r(r_), s(s_) {}$/;" f struct:Hex |
||||
Hex src/hexlib.h /^struct Hex$/;" s |
||||
HexDrawMode src/hexgame.h /^enum HexDrawMode$/;" g |
||||
LINE src/hexgame.h /^ LINE,$/;" e enum:HexDrawMode |
||||
LINE_FRAGMENT_SHADER_CODE src/renderer.cpp /^const char * LINE_FRAGMENT_SHADER_CODE =$/;" v |
||||
Layout src/hexlib.h /^ Layout(Orientation orientation_, Point size_, Point origin_):$/;" f struct:Layout |
||||
Layout src/hexlib.h /^struct Layout$/;" s |
||||
MOVE_SPEED src/renderer.cpp 27;" d file: |
||||
MVP src/renderer.cpp /^ glm::mat4 MVP;$/;" m struct:gl_matrix_info file: |
||||
NONE src/hexgame.h /^ NONE,$/;" e enum:HexDrawMode |
||||
ODD src/hexlib.cpp /^const int ODD = -1;$/;" v |
||||
ORTHOGRAPHIC src/renderer.cpp /^ ORTHOGRAPHIC,$/;" e enum:projection_type file: |
||||
OffsetCoord src/hexlib.cpp /^ OffsetCoord(int col_, int row_): col(col_), row(row_) {}$/;" f struct:OffsetCoord |
||||
OffsetCoord src/hexlib.cpp /^struct OffsetCoord$/;" s file: |
||||
Orientation src/hexlib.h /^ Orientation(double f0_, double f1_, double f2_, double f3_, double b0_,$/;" f struct:Orientation |
||||
Orientation src/hexlib.h /^struct Orientation$/;" s |
||||
PATHFINDING src/hexgame.h /^ PATHFINDING$/;" e enum:HexDrawMode |
||||
PERSPECTIVE src/renderer.cpp /^ PERSPECTIVE,$/;" e enum:projection_type file: |
||||
PROJ_TYPE src/renderer.cpp 31;" d file: |
||||
Point src/hexlib.h /^ Point(): x(0), y(0) {}$/;" f struct:Point |
||||
Point src/hexlib.h /^ Point(double x_, double y_): x(x_), y(y_) {}$/;" f struct:Point |
||||
Point src/hexlib.h /^struct Point$/;" s |
||||
R src/renderer.cpp /^ real32 R;$/;" m struct:clear_col file: |
||||
ROTATE_SPEED src/renderer.cpp 28;" d file: |
||||
SDL_Handles src/hexgame.h /^struct SDL_Handles$/;" s |
||||
SELECTED_FILL_COLOR src/hexgame.cpp 15;" d file: |
||||
SafeRatio src/hexgame.h /^SafeRatio(real32 dividend, real32 divisor)$/;" f |
||||
SafeTruncateToInt32 src/hexgame.h /^SafeTruncateToInt32(int64 val)$/;" f |
||||
VERTEX_SHADER_CODE src/renderer.cpp /^const char * VERTEX_SHADER_CODE =$/;" v |
||||
VIEWPORT_HEIGHT src/hexgame.cpp 18;" d file: |
||||
VIEWPORT_WIDTH src/hexgame.cpp 17;" d file: |
||||
WinMain src/hexgame.cpp /^int CALLBACK WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,$/;" f |
||||
XPos src/hexgame.h /^ real64 XPos = 0;$/;" m struct:hex_info |
||||
YPos src/hexgame.h /^ real64 YPos = 0;$/;" m struct:hex_info |
||||
addTexture src/renderer.cpp /^addTexture(SDL_Handles &handles, const char * path)$/;" f |
||||
b0 src/hexlib.h /^ double b0;$/;" m struct:Orientation |
||||
b1 src/hexlib.h /^ double b1;$/;" m struct:Orientation |
||||
b2 src/hexlib.h /^ double b2;$/;" m struct:Orientation |
||||
b3 src/hexlib.h /^ double b3;$/;" m struct:Orientation |
||||
bool32 src/hexgame.h /^typedef int32_t bool32;$/;" t |
||||
buffer src/render_group.h /^ GLfloat* buffer = nullptr;$/;" m struct:gl_buffer |
||||
buffer_id src/render_group.h /^ GLuint buffer_id = 0;$/;" m struct:gl_buffer |
||||
buffer_id src/render_group.h /^ GLuint buffer_id = 0;$/;" m struct:gl_index_buffer |
||||
buffer_len src/render_group.h /^ size_t buffer_len = 0; \/\/ NOTE: number of elements in buffer$/;" m struct:gl_buffer |
||||
buffer_len src/render_group.h /^ size_t buffer_len = 0;$/;" m struct:gl_index_buffer |
||||
camera src/renderer.cpp /^struct camera$/;" s file: |
||||
cleanUp src/hexgame.cpp /^cleanUp(SDL_Handles &handles)$/;" f |
||||
clear_col src/renderer.cpp /^typedef struct clear_col$/;" s file: |
||||
clear_col src/renderer.cpp /^} clear_col;$/;" t typeref:struct:clear_col file: |
||||
col src/hexlib.cpp /^ const int col;$/;" m struct:OffsetCoord file: |
||||
color_buffer src/render_group.h /^ gl_buffer color_buffer;$/;" m struct:gl_render_group |
||||
convertColor src/render_group.cpp /^convertColor(GLfloat buf[3], uint32 color)$/;" f |
||||
createHexes src/hexgame.cpp /^createHexes(vector<hex_info> *hxi_array, const Layout &layout, uint32 color)$/;" f |
||||
createScene src/renderer.cpp /^createScene(std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count)$/;" f |
||||
crossingTest src/hexlib.cpp /^crossingTest(vector<Point> vertices, Point p)$/;" f |
||||
currentDisplayMode src/hexgame.h /^ SDL_DisplayMode currentDisplayMode;$/;" m struct:SDL_Handles |
||||
current_color src/hexgame.h /^ uint32 current_color = 0; \/\/ RGBA$/;" m struct:hex_info |
||||
current_hex src/hexgame.h /^ hex_info *current_hex;$/;" m struct:game_state |
||||
draw_mode src/hexgame.h /^ HexDrawMode draw_mode;$/;" m struct:game_state |
||||
entities src/hexgame.h /^ Entity* entities = nullptr;$/;" m struct:render_state |
||||
entities src/render_group.h /^ Entity* entities = nullptr;$/;" m struct:gl_render_group |
||||
entity_count src/hexgame.h /^ uint32 entity_count = 0;$/;" m struct:render_state |
||||
f0 src/hexlib.h /^ double f0;$/;" m struct:Orientation |
||||
f1 src/hexlib.h /^ double f1;$/;" m struct:Orientation |
||||
f2 src/hexlib.h /^ double f2;$/;" m struct:Orientation |
||||
f3 src/hexlib.h /^ double f3;$/;" m struct:Orientation |
||||
fillHexLineBuffer src/renderer.cpp /^fillHexLineBuffer(GLfloat buf[], int len, std::vector<hex_info>* hexes)$/;" f |
||||
fillTriangleBufferFromHex src/renderer.cpp /^fillTriangleBufferFromHex(GLfloat buf[], int idx, const hex_info &hex)$/;" f |
||||
fill_color src/hexgame.h /^ uint32 fill_color;$/;" m struct:render_state |
||||
forward src/renderer.cpp /^ glm::vec3 forward;$/;" m struct:camera file: |
||||
freeBuffers src/renderer.cpp /^freeBuffers()$/;" f |
||||
g_camera src/renderer.cpp /^camera g_camera;$/;" v |
||||
g_debug_render_group src/renderer.cpp /^gl_render_group* g_debug_render_group = rgCreateGroup();$/;" v |
||||
g_entity_render_group src/renderer.cpp /^gl_render_group* g_entity_render_group = rgCreateGroup();$/;" v |
||||
g_filled_hex_render_group src/renderer.cpp /^gl_render_group* g_filled_hex_render_group = rgCreateGroup();$/;" v |
||||
g_hex_line_render_group src/renderer.cpp /^gl_render_group* g_hex_line_render_group = rgCreateGroup();$/;" v |
||||
g_polygon_select_vertices src/hexgame.cpp /^vector<Point> g_polygon_select_vertices = {Point(), Point(), Point(), Point()};$/;" v |
||||
g_render_state src/hexgame.cpp /^render_state* g_render_state;$/;" v |
||||
g_scene_matrices src/renderer.cpp /^gl_matrix_info g_scene_matrices;$/;" v |
||||
game_state src/hexgame.h /^ game_state(Layout &l) : hex_layout(l) {}$/;" f struct:game_state |
||||
game_state src/hexgame.h /^struct game_state$/;" s |
||||
getSingleHex src/hexgame.cpp /^getSingleHex(int32 x, int32 y)$/;" f |
||||
getUnprojectedCoords src/renderer.cpp /^getUnprojectedCoords(int32 x, int32 y, int32 vp_width, int32 vp_height)$/;" f |
||||
glContext src/hexgame.h /^ SDL_GLContext glContext;$/;" m struct:SDL_Handles |
||||
gl_buffer src/render_group.h /^struct gl_buffer$/;" s |
||||
gl_buffer src/render_group.h /^typedef struct gl_buffer gl_buffer;$/;" t typeref:struct:gl_buffer |
||||
gl_index_buffer src/render_group.h /^struct gl_index_buffer$/;" s |
||||
gl_index_buffer src/render_group.h /^typedef struct gl_index_buffer gl_index_buffer;$/;" t typeref:struct:gl_index_buffer |
||||
gl_matrix_info src/renderer.cpp /^typedef struct gl_matrix_info$/;" s file: |
||||
gl_matrix_info src/renderer.cpp /^} gl_matrix_info;$/;" t typeref:struct:gl_matrix_info file: |
||||
gl_render_group src/render_group.h /^struct gl_render_group$/;" s |
||||
gl_render_group src/render_group.h /^typedef struct gl_render_group gl_render_group;$/;" t typeref:struct:gl_render_group |
||||
gooeyProcessEvent src/gooey.cpp /^gooeyProcessEvent(SDL_Event &event)$/;" f |
||||
hAngle src/renderer.cpp /^ float hAngle;$/;" m struct:camera file: |
||||
handleMouseDown src/hexgame.cpp /^handleMouseDown(SDL_MouseButtonEvent &e)$/;" f |
||||
handleMouseMove src/hexgame.cpp /^handleMouseMove(SDL_MouseMotionEvent &e)$/;" f |
||||
handleMouseUp src/hexgame.cpp /^handleMouseUp(SDL_MouseButtonEvent &e)$/;" f |
||||
hex src/hexgame.h /^ Hex hex = {};$/;" m struct:hex_info |
||||
hexID src/hexgame.h /^ int32 hexID = 0;$/;" m struct:hex_info |
||||
hex_add src/hexlib.cpp /^Hex hex_add(Hex a, Hex b)$/;" f |
||||
hex_array src/hexgame.h /^ std::vector<hex_info> *hex_array;$/;" m struct:game_state |
||||
hex_conefill src/hexlib.cpp /^hex_conefill(Hex a, Hex b)$/;" f |
||||
hex_corner_offset src/hexlib.cpp /^Point hex_corner_offset(Layout layout, int corner)$/;" f |
||||
hex_diagonal_neighbor src/hexlib.cpp /^Hex hex_diagonal_neighbor(Hex hex, int direction)$/;" f |
||||
hex_diagonals src/hexlib.cpp /^const vector<Hex> hex_diagonals = {Hex(2, -1, -1), Hex(1, -2, 1), Hex(-1, -1, 2), Hex(-2, 1, 1), Hex(-1, 2, -1), Hex(1, 1, -2)};$/;" v |
||||
hex_direction src/hexlib.cpp /^Hex hex_direction(int direction)$/;" f |
||||
hex_directions src/hexlib.cpp /^const vector<Hex> hex_directions = {Hex(1, 0, -1), Hex(1, -1, 0), Hex(0, -1, 1), Hex(-1, 0, 1), Hex(-1, 1, 0), Hex(0, 1, -1)};$/;" v |
||||
hex_distance src/hexlib.cpp /^int hex_distance(Hex a, Hex b)$/;" f |
||||
hex_equal src/hexlib.cpp /^hex_equal(Hex a, Hex b)$/;" f |
||||
hex_info src/hexgame.h /^struct hex_info$/;" s |
||||
hex_layout src/hexgame.h /^ const Layout hex_layout;$/;" m struct:game_state |
||||
hex_length src/hexlib.cpp /^int hex_length(Hex hex)$/;" f |
||||
hex_lerp src/hexlib.cpp /^FractionalHex hex_lerp(FractionalHex a, FractionalHex b, double t)$/;" f |
||||
hex_linedraw src/hexlib.cpp /^vector<Hex> hex_linedraw(Hex a, Hex b)$/;" f |
||||
hex_neighbor src/hexlib.cpp /^Hex hex_neighbor(Hex hex, int direction)$/;" f |
||||
hex_round src/hexlib.cpp /^Hex hex_round(FractionalHex h)$/;" f |
||||
hex_scale src/hexlib.cpp /^Hex hex_scale(Hex a, int k)$/;" f |
||||
hex_subtract src/hexlib.cpp /^Hex hex_subtract(Hex a, Hex b)$/;" f |
||||
hex_to_pixel src/hexlib.cpp /^Point hex_to_pixel(Layout layout, Hex h)$/;" f |
||||
index_buffer src/render_group.h /^ gl_index_buffer index_buffer;$/;" m struct:gl_render_group |
||||
indices src/mesh.h /^ uint* indices = nullptr;$/;" m struct:meMeshInfo |
||||
indices src/render_group.h /^ uint* indices = nullptr;$/;" m struct:gl_index_buffer |
||||
initGooey src/gooey.cpp /^initGooey(SDL_Handles &handles, v2i vp_dims \/*TODO: pass in game state*\/)$/;" f |
||||
initMatrices src/renderer.cpp /^initMatrices(projection_type p)$/;" f |
||||
initRenderer src/renderer.cpp /^initRenderer(SDL_Handles &handles, v2i vpDims)$/;" f |
||||
int32 src/hexgame.h /^typedef int32_t int32;$/;" t |
||||
int64 src/hexgame.h /^typedef int64_t int64;$/;" t |
||||
is_camera_rotate src/hexgame.h /^ bool is_camera_rotate = false;$/;" m struct:game_state |
||||
is_debug_draw src/hexgame.h /^ bool is_debug_draw;$/;" m struct:render_state |
||||
is_movebackward src/hexgame.h /^ bool is_movebackward = false;$/;" m struct:game_state |
||||
is_movedown src/hexgame.h /^ bool is_movedown = false;$/;" m struct:game_state |
||||
is_moveforward src/hexgame.h /^ bool is_moveforward = false;$/;" m struct:game_state |
||||
is_moveleft src/hexgame.h /^ bool is_moveleft = false;$/;" m struct:game_state |
||||
is_moveright src/hexgame.h /^ bool is_moveright = false;$/;" m struct:game_state |
||||
is_moveup src/hexgame.h /^ bool is_moveup = false;$/;" m struct:game_state |
||||
is_rotateCCW src/hexgame.h /^ bool is_rotateCCW = false;$/;" m struct:game_state |
||||
is_rotateCW src/hexgame.h /^ bool is_rotateCW = false;$/;" m struct:game_state |
||||
is_selecting src/hexgame.h /^ bool is_selecting = false;$/;" m struct:game_state |
||||
layout_flat src/hexlib.h /^const Orientation layout_flat = Orientation(3.0 \/ 2.0, 0.0, sqrt(3.0) \/ 2.0, sqrt(3.0), 2.0 \/ 3.0, 0.0, -1.0 \/ 3.0, sqrt(3.0) \/ 3.0, 0.0);$/;" v |
||||
layout_pointy src/hexlib.h /^const Orientation layout_pointy = Orientation(sqrt(3.0), sqrt(3.0) \/ 2.0, 0.0, 3.0 \/ 2.0, sqrt(3.0) \/ 3.0, -1.0 \/ 3.0, 0.0, 2.0 \/ 3.0, 0.5);$/;" v |
||||
left src/renderer.cpp /^ glm::vec3 left;$/;" m struct:camera file: |
||||
mapMouseToViewport src/hexgame.cpp /^mapMouseToViewport(int32 x, int32 y)$/;" f |
||||
mat src/mesh.h /^ meMatInfo* mat;$/;" m struct:meMeshInfo |
||||
meFreeMesh src/mesh.cpp /^meFreeMesh(meMeshInfo* mesh)$/;" f |
||||
meInitAssimp src/mesh.cpp /^meInitAssimp()$/;" f |
||||
meLoadFromFile src/mesh.cpp /^meLoadFromFile(const char* filename)$/;" f |
||||
meMatInfo src/mesh.h /^struct meMatInfo$/;" s |
||||
meMeshInfo src/mesh.h /^struct meMeshInfo$/;" s |
||||
meShutdownAssimp src/mesh.cpp /^meShutdownAssimp()$/;" f |
||||
mesh src/hexgame.h /^ meMeshInfo* mesh;$/;" m struct:Entity |
||||
model src/renderer.cpp /^ glm::mat4 model;$/;" m struct:gl_matrix_info file: |
||||
model_matrix_id src/render_group.h /^ GLuint model_matrix_id = 0;$/;" m struct:gl_render_group |
||||
model_transform src/mesh.h /^ glm::mat4 model_transform;$/;" m struct:meMeshInfo |
||||
moveCamera src/renderer.cpp /^moveCamera(bool up, bool left, bool down, bool right, bool forward, bool backward)$/;" f |
||||
name src/mesh.h /^ const char* name = "";$/;" m struct:meMatInfo |
||||
name src/mesh.h /^ const char* name = "";$/;" m struct:meMeshInfo |
||||
num_indices src/mesh.h /^ uint num_indices = 0;$/;" m struct:meMeshInfo |
||||
num_vertices src/mesh.h /^ uint num_vertices = 0;$/;" m struct:meMeshInfo |
||||
openglDebugCallback src/renderer.cpp /^openglDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity,$/;" f |
||||
orientation src/hexlib.h /^ const Orientation orientation;$/;" m struct:Layout |
||||
origin src/hexlib.h /^ const Point origin;$/;" m struct:Layout |
||||
pixel_to_hex src/hexlib.cpp /^FractionalHex pixel_to_hex(Layout layout, Point p)$/;" f |
||||
polygon_corners src/hexlib.cpp /^vector<Point> polygon_corners(Layout layout, Hex h)$/;" f |
||||
position src/renderer.cpp /^ glm::vec3 position;$/;" m struct:camera file: |
||||
processSDLEvents src/hexgame.cpp /^processSDLEvents()$/;" f |
||||
program_id src/render_group.h /^ GLuint program_id = 0;$/;" m struct:gl_render_group |
||||
projection src/renderer.cpp /^ glm::mat4 projection;$/;" m struct:gl_matrix_info file: |
||||
projection_matrix_id src/render_group.h /^ GLuint projection_matrix_id = 0;$/;" m struct:gl_render_group |
||||
projection_type src/renderer.cpp /^enum projection_type$/;" g file: |
||||
q src/hexlib.h /^ const double q;$/;" m struct:FractionalHex |
||||
q src/hexlib.h /^ int q;$/;" m struct:Hex |
||||
qoffset_from_cube src/hexlib.cpp /^OffsetCoord qoffset_from_cube(int offset, Hex h)$/;" f |
||||
qoffset_to_cube src/hexlib.cpp /^Hex qoffset_to_cube(int offset, OffsetCoord h)$/;" f |
||||
r src/hexlib.h /^ const double r;$/;" m struct:FractionalHex |
||||
r src/hexlib.h /^ int r;$/;" m struct:Hex |
||||
real32 src/hexgame.h /^typedef float real32;$/;" t |
||||
real64 src/hexgame.h /^typedef double real64;$/;" t |
||||
renderDebug src/renderer.cpp /^renderDebug(std::vector<Point> &vertices)$/;" f |
||||
renderFrame src/renderer.cpp /^renderFrame(std::vector<hex_info> *hexes)$/;" f |
||||
renderGooey src/gooey.cpp /^renderGooey(SDL_Handles &handles, HexDrawMode &mode, bool &is_debug,$/;" f |
||||
render_state src/hexgame.h /^struct render_state$/;" s |
||||
resetHexes src/hexgame.cpp /^resetHexes()$/;" f |
||||
rgCreateGroup src/render_group.cpp /^rgCreateGroup()$/;" f |
||||
rgDraw src/render_group.cpp /^rgDraw(gl_render_group* rg, GLenum draw_mode, glm::mat4 model_matrix,$/;" f |
||||
rgDrawIndexed src/render_group.cpp /^rgDrawIndexed(gl_render_group* rg, GLenum draw_mode, glm::mat4 model_matrix,$/;" f |
||||
rgFillColorBuffer src/render_group.cpp /^rgFillColorBuffer(GLfloat buf[], int len, std::vector<hex_info>* hexes)$/;" f |
||||
rgFree src/render_group.cpp /^rgFree(gl_render_group* rg)$/;" f |
||||
rgInitEntity src/render_group.cpp /^rgInitEntity(gl_render_group* rg, Entity* e)$/;" f |
||||
rgInitGLBufferObject src/render_group.cpp /^rgInitGLBufferObject(gl_buffer* buf_obj, int len, GLenum usage, GLenum target, GLfloat data[])$/;" f |
||||
rgInitShaderProgram src/render_group.cpp /^rgInitShaderProgram(gl_render_group* rg, const char * vertex_code, const char * frag_code,$/;" f |
||||
roffset_from_cube src/hexlib.cpp /^OffsetCoord roffset_from_cube(int offset, Hex h)$/;" f |
||||
roffset_to_cube src/hexlib.cpp /^Hex roffset_to_cube(int offset, OffsetCoord h)$/;" f |
||||
rollCamera src/renderer.cpp /^rollCamera(bool CW, bool CCW)$/;" f |
||||
rotateCamera src/renderer.cpp /^rotateCamera(int32 xrel, int32 yrel)$/;" f |
||||
row src/hexlib.cpp /^ const int row;$/;" m struct:OffsetCoord file: |
||||
s src/hexlib.h /^ const double s;$/;" m struct:FractionalHex |
||||
s src/hexlib.h /^ int s;$/;" m struct:Hex |
||||
selected src/hexgame.h /^ bool selected = false;$/;" m struct:hex_info |
||||
selected_fill_color src/hexgame.h /^ uint32 selected_fill_color;$/;" m struct:render_state |
||||
selected_hexes src/hexgame.h /^ vector<hex_info> selected_hexes;$/;" m struct:game_state |
||||
setStartHex src/hexgame.cpp /^setStartHex(hex_info *hex)$/;" f |
||||
shutdownGooey src/gooey.cpp /^shutdownGooey()$/;" f |
||||
size src/hexlib.h /^ const Point size;$/;" m struct:Layout |
||||
startDrawHelper src/hexgame.cpp /^startDrawHelper(int32 x, int32 y)$/;" f |
||||
start_angle src/hexlib.h /^ double start_angle;$/;" m struct:Orientation |
||||
start_hex src/hexgame.h /^ hex_info *start_hex;$/;" m struct:game_state |
||||
stored_color src/hexgame.h /^ uint32 stored_color = 0; \/\/ RGBA$/;" m struct:hex_info |
||||
target src/renderer.cpp /^ glm::vec3 target;$/;" m struct:camera file: |
||||
texSurfaces src/hexgame.h /^ std::vector<SDL_Surface*> texSurfaces;$/;" m struct:SDL_Handles |
||||
uint32 src/hexgame.h /^typedef uint32_t uint32;$/;" t |
||||
uint8 src/hexgame.h /^typedef uint8_t uint8;$/;" t |
||||
up src/renderer.cpp /^ glm::vec3 up;$/;" m struct:camera file: |
||||
updateHexConeFill src/hexgame.cpp /^updateHexConeFill(int32 x, int32 y)$/;" f |
||||
updateHexFill src/hexgame.cpp /^updateHexFill(int32 x, int32 y)$/;" f |
||||
updateHexLineDraw src/hexgame.cpp /^updateHexLineDraw(int32 x, int32 y)$/;" f |
||||
v2f src/hexgame.h /^ v2f(): x(0), y(0) {}$/;" f struct:v2f |
||||
v2f src/hexgame.h /^ v2f(real64 a, real64 b): x(a), y(b) {}$/;" f struct:v2f |
||||
v2f src/hexgame.h /^struct v2f$/;" s |
||||
v2i src/hexgame.h /^ v2i() : x(0), y(0) {}$/;" f struct:v2i |
||||
v2i src/hexgame.h /^ v2i(int a, int b): x(a), y(b) {}$/;" f struct:v2i |
||||
v2i src/hexgame.h /^struct v2i$/;" s |
||||
v4i src/hexgame.h /^struct v4i$/;" s |
||||
vAngle src/renderer.cpp /^ float vAngle;$/;" m struct:camera file: |
||||
vertex_array_id src/render_group.h /^ GLuint vertex_array_id = 0;$/;" m struct:gl_render_group |
||||
vertex_buffer src/render_group.h /^ gl_buffer vertex_buffer;$/;" m struct:gl_render_group |
||||
vertices src/hexgame.h /^ std::vector<Point> vertices;$/;" m struct:hex_info |
||||
vertices src/mesh.h /^ glm::vec3* vertices = nullptr;$/;" m struct:meMeshInfo |
||||
view src/renderer.cpp /^ glm::mat4 view;$/;" m struct:gl_matrix_info file: |
||||
view_matrix_id src/render_group.h /^ GLuint view_matrix_id = 0;$/;" m struct:gl_render_group |
||||
viewport_dims src/hexgame.h /^ v2i viewport_dims;$/;" m struct:render_state |
||||
window src/hexgame.h /^ SDL_Window *window;$/;" m struct:SDL_Handles |
||||
x src/hexgame.h /^ int32 x;$/;" m struct:v2i |
||||
x src/hexgame.h /^ real64 x;$/;" m struct:v2f |
||||
x src/hexlib.h /^ double x;$/;" m struct:Point |
||||
x0 src/hexgame.h /^ int32 x0;$/;" m struct:v4i |
||||
x1 src/hexgame.h /^ int32 x1;$/;" m struct:v4i |
||||
y src/hexgame.h /^ int32 y;$/;" m struct:v2i |
||||
y src/hexgame.h /^ real64 y;$/;" m struct:v2f |
||||
y src/hexlib.h /^ double y;$/;" m struct:Point |
||||
y0 src/hexgame.h /^ int32 y0;$/;" m struct:v4i |
||||
y1 src/hexgame.h /^ int32 y1;$/;" m struct:v4i |
||||
Loading…
Reference in new issue