ddnet/src/game/client/render.hpp

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#ifndef GAME_CLIENT_RENDER_H
#define GAME_CLIENT_RENDER_H
#include <base/vmath.hpp>
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#include "../mapitems.hpp"
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#include "ui.hpp"
struct TEE_RENDER_INFO
{
TEE_RENDER_INFO()
{
texture = -1;
color_body = vec4(1,1,1,1);
color_feet = vec4(1,1,1,1);
size = 1.0f;
got_airjump = 1;
};
int texture;
vec4 color_body;
vec4 color_feet;
float size;
int got_airjump;
};
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// sprite renderings
enum
{
SPRITE_FLAG_FLIP_Y=1,
SPRITE_FLAG_FLIP_X=2,
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LAYERRENDERFLAG_OPAQUE=1,
LAYERRENDERFLAG_TRANSPARENT=2,
TILERENDERFLAG_EXTEND=4,
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};
typedef struct SPRITE;
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void select_sprite(SPRITE *spr, int flags=0, int sx=0, int sy=0);
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void select_sprite(int id, int flags=0, int sx=0, int sy=0);
void draw_sprite(float x, float y, float size);
// rects
void draw_round_rect(float x, float y, float w, float h, float r);
void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners);
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void ui_draw_rect(const RECT *r, vec4 color, int corners, float rounding);
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// larger rendering methods
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void render_tilemap_generate_skip();
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// object render methods (gc_render_obj.cpp)
void render_tee(class ANIMSTATE *anim, TEE_RENDER_INFO *info, int emote, vec2 dir, vec2 pos);
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// map render methods (gc_render_map.cpp)
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void render_eval_envelope(ENVPOINT *points, int num_points, int channels, float time, float *result);
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void render_quads(QUAD *quads, int num_quads, void (*eval)(float time_offset, int env, float *channels), int flags);
void render_tilemap(TILE *tiles, int w, int h, float scale, vec4 color, int flags);
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// helpers
void mapscreen_to_world(float center_x, float center_y, float parallax_x, float parallax_y,
float offset_x, float offset_y, float aspect, float zoom, float *points);
#endif