/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #ifndef GAME_CLIENT_RENDER_H #define GAME_CLIENT_RENDER_H #include "../g_vmath.h" #include "../g_mapitems.h" struct tee_render_info { int texture; vec4 color_body; vec4 color_feet; float size; }; // sprite renderings enum { SPRITE_FLAG_FLIP_Y=1, SPRITE_FLAG_FLIP_X=2, }; typedef struct sprite; void select_sprite(sprite *spr, int flags=0, int sx=0, int sy=0); 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); // larger rendering methods void menu_render(); void render_game(); void render_world(float center_x, float center_y, float zoom); void render_loading(float percent); void render_damage_indicators(); // object render methods (gc_render_obj.cpp) void render_tee(class animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos); void render_flag(const struct obj_flag *prev, const struct obj_flag *current); void render_powerup(const struct obj_powerup *prev, const struct obj_powerup *current); void render_projectile(const struct obj_projectile *current, int itemid); void render_player( const struct obj_player_character *prev_char, const struct obj_player_character *player_char, const struct obj_player_info *prev_info, const struct obj_player_info *player_info); // map render methods (gc_render_map.cpp) void render_quads(QUAD *quads, int num_quads); void render_tilemap(TILE *tiles, int w, int h, float scale, int flags); // 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