/* (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. */
#ifndef GAME_CLIENT_RENDER_H
#define GAME_CLIENT_RENDER_H
#include "ui.h"
#include
#include
#include
#include
#include
class CTeeRenderInfo
{
public:
CTeeRenderInfo()
{
m_ColorBody = ColorRGBA(1, 1, 1);
m_ColorFeet = ColorRGBA(1, 1, 1);
m_Size = 1.0f;
m_GotAirJump = 1;
m_ShineDecoration = 0;
};
CSkin::SSkinTextures m_OriginalRenderSkin;
CSkin::SSkinTextures m_ColorableRenderSkin;
CSkin::SSkinMetrics m_SkinMetrics;
bool m_CustomColoredSkin;
ColorRGBA m_BloodColor;
ColorRGBA m_ColorBody;
ColorRGBA m_ColorFeet;
float m_Size;
int m_GotAirJump;
int m_ShineDecoration;
};
// sprite renderings
enum
{
SPRITE_FLAG_FLIP_Y = 1,
SPRITE_FLAG_FLIP_X = 2,
LAYERRENDERFLAG_OPAQUE = 1,
LAYERRENDERFLAG_TRANSPARENT = 2,
TILERENDERFLAG_EXTEND = 4,
};
typedef void (*ENVELOPE_EVAL)(int TimeOffsetMillis, int Env, float *pChannels, void *pUser);
class CRenderTools
{
class IGraphics *m_pGraphics;
class ITextRender *m_pTextRender;
int m_TeeQuadContainerIndex;
void GetRenderTeeAnimScaleAndBaseSize(class CAnimState *pAnim, CTeeRenderInfo *pInfo, float &AnimScale, float &BaseSize);
void GetRenderTeeBodyScale(float BaseSize, float &BodyScale);
void GetRenderTeeFeetScale(float BaseSize, float &FeetScaleWidth, float &FeetScaleHeight);
public:
class IGraphics *Graphics() const { return m_pGraphics; }
class ITextRender *TextRender() const { return m_pTextRender; }
void Init(class IGraphics *pGraphics, class ITextRender *pTextRender);
void SelectSprite(struct CDataSprite *pSprite, int Flags = 0, int sx = 0, int sy = 0);
void SelectSprite(int Id, int Flags = 0, int sx = 0, int sy = 0);
void GetSpriteScale(client_data7::CDataSprite *pSprite, float &ScaleX, float &ScaleY);
void GetSpriteScale(struct CDataSprite *pSprite, float &ScaleX, float &ScaleY);
void GetSpriteScale(int Id, float &ScaleX, float &ScaleY);
void GetSpriteScaleImpl(int Width, int Height, float &ScaleX, float &ScaleY);
void DrawSprite(float x, float y, float size);
void DrawSprite(float x, float y, float ScaledWidth, float ScaledHeight);
void RenderCursor(vec2 Center, float Size);
int QuadContainerAddSprite(int QuadContainerIndex, float x, float y, float size);
int QuadContainerAddSprite(int QuadContainerIndex, float size);
int QuadContainerAddSprite(int QuadContainerIndex, float Width, float Height);
int QuadContainerAddSprite(int QuadContainerIndex, float X, float Y, float Width, float Height);
// 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 DrawRoundRectExt4(float x, float y, float w, float h, vec4 ColorTopLeft, vec4 ColorTopRight, vec4 ColorBottomLeft, vec4 ColorBottomRight, float r, int Corners);
int CreateRoundRectQuadContainer(float x, float y, float w, float h, float r, int Corners);
void DrawUIElRect(CUIElement::SUIElementRect &ElUIRect, const CUIRect *pRect, ColorRGBA Color, int Corners, float Rounding);
void DrawUIRect(const CUIRect *pRect, ColorRGBA Color, int Corners, float Rounding);
void DrawUIRect4(const CUIRect *pRect, vec4 ColorTopLeft, vec4 ColorTopRight, vec4 ColorBottomLeft, vec4 ColorBottomRight, int Corners, float Rounding);
void DrawUIRect4NoRounding(const CUIRect *pRect, vec4 ColorTopLeft, vec4 ColorTopRight, vec4 ColorBottomLeft, vec4 ColorBottomRight);
void DrawCircle(float x, float y, float r, int Segments);
// larger rendering methods
void GetRenderTeeBodySize(class CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &BodyOffset, float &Width, float &Height);
void GetRenderTeeFeetSize(class CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &FeetOffset, float &Width, float &Height);
// returns the offset to use, to render the tee with @see RenderTee exactly in the mid
void GetRenderTeeOffsetToRenderedTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &TeeOffsetToMid);
// object render methods
void RenderTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos, float Alpha = 1.0f);
// map render methods (render_map.cpp)
static void RenderEvalEnvelope(CEnvPoint *pPoints, int NumPoints, int Channels, std::chrono::nanoseconds TimeNanos, 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, ColorRGBA Color, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser, int ColorEnv, int ColorEnvOffset);
// render a rectangle made of IndexIn tiles, over a background made of IndexOut tiles
// the rectangle include all tiles in [RectX, RectX+RectW-1] x [RectY, RectY+RectH-1]
void RenderTileRectangle(int RectX, int RectY, int RectW, int RectH, unsigned char IndexIn, unsigned char IndexOut, float Scale, ColorRGBA Color, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser, int ColorEnv, int ColorEnvOffset);
// helpers
void CalcScreenParams(float Aspect, float Zoom, float *w, float *h);
void MapScreenToWorld(float CenterX, float CenterY, float ParallaxX, float ParallaxY,
float OffsetX, float OffsetY, float Aspect, float Zoom, float *pPoints);
void MapScreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup, float Zoom = 1.0f);
// DDRace
void RenderTeleOverlay(CTeleTile *pTele, int w, int h, float Scale, float Alpha = 1.0f);
void RenderSpeedupOverlay(CSpeedupTile *pSpeedup, 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);
void RenderTelemap(CTeleTile *pTele, int w, int h, float Scale, ColorRGBA Color, int RenderFlags);
void RenderSpeedupmap(CSpeedupTile *pSpeedup, int w, int h, float Scale, ColorRGBA Color, int RenderFlags);
void RenderSwitchmap(CSwitchTile *pSwitch, int w, int h, float Scale, ColorRGBA Color, int RenderFlags);
void RenderTunemap(CTuneTile *pTune, int w, int h, float Scale, ColorRGBA Color, int RenderFlags);
};
#endif