#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