diff --git a/.gitignore b/.gitignore index 50c0755..9eddfa6 100644 --- a/.gitignore +++ b/.gitignore @@ -1,6 +1,6 @@ bin/ build/ -src/tags +tags *.swp msvc/.vs/ msvc/x64/ diff --git a/tags b/tags deleted file mode 100644 index b9de2f0..0000000 --- a/tags +++ /dev/null @@ -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 *hxi_array, const Layout &layout, uint32 color)$/;" f -createScene src/renderer.cpp /^createScene(std::vector* hexes, Entity* entities, uint32 entity_count)$/;" f -crossingTest src/hexlib.cpp /^crossingTest(vector 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* 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 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_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_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_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)$/;" f -hex_linedraw src/hexlib.cpp /^vector hex_linedraw(Hex a, Hex b)$/;" 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 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;$/;" t -renderDebug src/renderer.cpp /^renderDebug(std::vector &vertices)$/;" f -renderFrame src/renderer.cpp /^renderFrame(std::vector *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,$/;" f -rgFillColorBuffer src/render_group.cpp /^rgFillColorBuffer(GLfloat buf[], int len, std::vector* hexes)$/;" 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;$/;" m struct:render_state -selected_hexes src/hexgame.h /^ vector selected_hexes;$/;" 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 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;$/;" m struct:gl_render_group -vertices src/hexgame.h /^ std::vector vertices;$/;" 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