2007-11-25 19:42:40 +00:00
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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2008-01-12 17:09:00 +00:00
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#ifndef GAME_CLIENT_RENDER_H
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#define GAME_CLIENT_RENDER_H
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2007-11-18 12:03:59 +00:00
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2008-01-12 17:09:00 +00:00
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#include "../g_vmath.h"
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#include "../g_mapitems.h"
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2007-11-18 12:03:59 +00:00
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struct tee_render_info
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{
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int texture;
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vec4 color_body;
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vec4 color_feet;
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float size;
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};
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2008-01-12 17:09:00 +00:00
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// sprite renderings
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enum
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{
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SPRITE_FLAG_FLIP_Y=1,
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SPRITE_FLAG_FLIP_X=2,
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};
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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);
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void draw_sprite(float x, float y, float size);
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// rects
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void draw_round_rect(float x, float y, float w, float h, float r);
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void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners);
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// larger rendering methods
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void menu_render();
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void render_game();
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void render_world(float center_x, float center_y, float zoom);
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void render_loading(float percent);
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// object render methods (gc_render_obj.cpp)
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void render_tee(class animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos);
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void render_flag(const struct obj_flag *prev, const struct obj_flag *current);
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void render_powerup(const struct obj_powerup *prev, const struct obj_powerup *current);
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void render_projectile(const struct obj_projectile *current, int itemid);
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void render_player(
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const struct obj_player_character *prev_char, const struct obj_player_character *player_char,
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const struct obj_player_info *prev_info, const struct obj_player_info *player_info);
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// map render methods (gc_render_map.cpp)
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void render_quads(QUAD *quads, int num_quads);
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void render_tilemap(TILE *tiles, int w, int h, float scale);
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// helpers
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void mapscreen_to_world(float center_x, float center_y, float parallax_x, float parallax_y,
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float offset_x, float offset_y, float aspect, float zoom, float *points);
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#endif
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