Files
qt-migration-legatus/qt6-after/qt6-migrated-legatus/include/Services/AreaEffectSimulation/aes_enums.hpp
T
torstenandCopilot d6b6ffce7c Apply clang-format to Lts/Common and DTC/enum headers
- Formatted all CodeGen module files (9 files)
- Formatted LtsAppDescriptor module files
- Formatted LtsAppManager/AppChooser files
- Applied clang-format to all DTC and enum headers across modules
- Removed coordTransTests from CommonUnitTestsPlaceholder (moved to tests/)

Cosmetic changes only, no functional modifications.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-08-19 14:46:29 +02:00

68 lines
1.6 KiB
C++

#pragma once
// STUB-HEADER: Diese Datei wird normalerweise von ddsdtc generiert
// Für die Migration erstellen wir minimale Typ-Definitionen
#include <QString>
namespace AreaEffectSimulation
{
// Placeholder enums - werden durch echte DDS-Typen ersetzt
enum class SymbolAppearance : int { Solid = 0, Dashed = 1, Dotted = 2 };
enum class SymbolVisibility : int { Visible = 0, Hidden = 1 };
struct UnitSymbolPosition
{
double x = 0.0;
double y = 0.0;
double z = 0.0;
};
// AesType - Arten von Area Effect Simulation Entities
enum class AesType : int {
AtBCContamination = 0,
AtNContamination = 1,
AtDangerArea = 2,
AtMineArea = 3,
AtMineCorridor = 4,
AtExplosionSingle = 5,
AtExplosionArea = 6,
AtFunctionalArea = 7,
AtBorderline = 8,
AtMineAreaSingleMines = 9,
AtDusSingleMine = 10,
AtGasPipe = 11,
AtTechnicalArea = 12,
AtAirSupportImpact = 13,
AtUnknown = 99
};
// AesEffectState_def - Status eines AES Effekts (mit _def Suffix wie DDS generiert)
enum class AesEffectState_def : int {
EsCreated = 0,
EsPrepared = 1,
EsFired = 2,
EsActivated = 3,
EsPaused = 4,
EsExpired = 5,
EsRemoved = 6,
EsReceived = 7,
EsUnknown = 99,
EsError = 100
};
// AesEffectState - Alias für AesEffectState_def (Backward Compatibility)
using AesEffectState = AesEffectState_def;
// EffectStateStruct - Filter-Struktur für Effect States
struct EffectStateStruct
{
bool showCreated = true;
bool showPrepared = true;
bool showActive = true;
bool showInactive = false;
bool showExpired = false;
};
} // namespace AreaEffectSimulation