/* (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