ddnet/src/game/client/render.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_RENDER_H
#define GAME_CLIENT_RENDER_H
#include <base/vmath.h>
#include <game/mapitems.h>
#include "ui.h"
class CTeeRenderInfo
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{
public:
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CTeeRenderInfo()
{
m_Texture = -1;
m_ColorBody = vec4(1,1,1,1);
m_ColorFeet = vec4(1,1,1,1);
m_Size = 1.0f;
m_GotAirJump = 1;
};
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int m_Texture;
vec4 m_ColorBody;
vec4 m_ColorFeet;
float m_Size;
int m_GotAirJump;
};
// sprite renderings
enum
{
SPRITE_FLAG_FLIP_Y=1,
SPRITE_FLAG_FLIP_X=2,
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LAYERRENDERFLAG_OPAQUE=1,
LAYERRENDERFLAG_TRANSPARENT=2,
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TILERENDERFLAG_EXTEND=4,
};
typedef void (*ENVELOPE_EVAL)(float TimeOffset, int Env, float *pChannels, void *pUser);
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class CRenderTools
{
public:
class IGraphics *m_pGraphics;
class CUI *m_pUI;
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class IGraphics *Graphics() const { return m_pGraphics; }
class CUI *UI() const { return m_pUI; }
//typedef struct SPRITE;
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void SelectSprite(struct CDataSprite *pSprite, int Flags=0, int sx=0, int sy=0);
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void SelectSprite(int id, int Flags=0, int sx=0, int sy=0);
void DrawSprite(float x, float y, float size);
// rects
void DrawRoundRect(float x, float y, float w, float h, float r);
void DrawRoundRectExt(float x, float y, float w, float h, float r, int Corners);
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void DrawUIRect(const CUIRect *pRect, vec4 Color, int Corners, float Rounding);
void DrawCircle(float x, float y, float r, int Segments);
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// larger rendering methods
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void RenderTilemapGenerateSkip(class CLayers *pLayers);
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// object render methods (gc_render_obj.cpp)
void RenderTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos, bool Alpha = false);
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// map render methods (gc_render_map.cpp)
static void RenderEvalEnvelope(CEnvPoint *pPoints, int NumPoints, int Channels, float Time, float *pResult);
void RenderQuads(CQuad *pQuads, int NumQuads, int Flags, ENVELOPE_EVAL pfnEval, void *pUser);
void ForceRenderQuads(CQuad *pQuads, int NumQuads, int Flags, ENVELOPE_EVAL pfnEval, void *pUser, float Alpha = 1.0f);
void RenderTilemap(CTile *pTiles, int w, int h, float Scale, vec4 Color, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser, int ColorEnv, int ColorEnvOffset);
void RenderTileRetangle(int X, int Y, int w, int h, unsigned char indexIn, unsigned char indexOut, float Scale, vec4 Color, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser, int ColorEnv, int ColorEnvOffset);
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// helpers
void MapscreenToWorld(float CenterX, float CenterY, float ParallaxX, float ParallaxY,
float OffsetX, float OffsetY, float Aspect, float Zoom, float *pPoints);
// DDRace
void RenderTeleOverlay(CTeleTile *pTele, int w, int h, float Scale, float Alpha=1.0f);
void RenderSpeedupOverlay(CSpeedupTile *pTele, int w, int h, float Scale, float Alpha=1.0f);
void RenderSwitchOverlay(CSwitchTile *pSwitch, int w, int h, float Scale, float Alpha=1.0f);
void RenderTuneOverlay(CTuneTile *pTune, int w, int h, float Scale, float Alpha=1.0f);
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void RenderTelemap(CTeleTile *pTele, int w, int h, float Scale, vec4 Color, int RenderFlags);
void RenderSpeedupmap(CSpeedupTile *pTele, int w, int h, float Scale, vec4 Color, int RenderFlags);
void RenderSwitchmap(CSwitchTile *pSwitch, int w, int h, float Scale, vec4 Color, int RenderFlags);
void RenderTunemap(CTuneTile *pTune, int w, int h, float Scale, vec4 Color, int RenderFlags);
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};
#endif