#ifndef GAME_CLIENT_RENDER_H
#define GAME_CLIENT_RENDER_H
#include
#include
#include "ui.h"
class CTeeRenderInfo
{
public:
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;
};
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,
LAYERRENDERFLAG_OPAQUE=1,
LAYERRENDERFLAG_TRANSPARENT=2,
TILERENDERFLAG_EXTEND=4,
};
class CRenderTools
{
public:
class IGraphics *m_pGraphics;
class CUI *m_pUI;
class IGraphics *Graphics() const { return m_pGraphics; }
class CUI *UI() const { return m_pUI; }
//typedef struct SPRITE;
void SelectSprite(struct SPRITE *pSprite, int Flags=0, int sx=0, int sy=0);
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);
void DrawUIRect(const CUIRect *pRect, vec4 Color, int Corners, float Rounding);
// larger rendering methods
void RenderTilemapGenerateSkip(class CLayers *pLayers);
// object render methods (gc_render_obj.cpp)
void RenderTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos);
// 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, void (*pfnEval)(float TimeOffset, int Env, float *pChannels, void *pUser), void *pUser);
void RenderTilemap(CTile *pTiles, int w, int h, float Scale, vec4 Color, int Flags);
void RenderTelemap(CTeleTile *pTele, int w, int h, float Scale);
void RenderSpeedupmap(CSpeedupTile *pTele, int w, int h, float Scale);
void RenderFrontmap(CTile *pTiles, int w, int h, float Scale, vec4 Color, int Flags);
void RenderSwitchmap(CTeleTile *pSwitch, int w, int h, float Scale);
// helpers
void MapscreenToWorld(float CenterX, float CenterY, float ParallaxX, float ParallaxY,
float OffsetX, float OffsetY, float Aspect, float Zoom, float *pPoints);
};
#endif