/* (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 #include #include #include #include "ui.h" class CTeeRenderInfo { public: CTeeRenderInfo() { m_ColorBody = ColorRGBA(1,1,1); m_ColorFeet = ColorRGBA(1,1,1); m_Size = 1.0f; m_GotAirJump = 1; }; IGraphics::CTextureHandle m_Texture; ColorRGBA m_ColorBody; ColorRGBA 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, }; typedef void (*ENVELOPE_EVAL)(float TimeOffset, int Env, float *pChannels, void *pUser); class CRenderTools { int m_TeeQuadContainerIndex; public: class IGraphics *m_pGraphics; class CUI *m_pUI; class IGraphics *Graphics() const { return m_pGraphics; } class CUI *UI() const { return m_pUI; } void Init(class IGraphics *pGraphics, class CUI *pUI); //typedef struct SPRITE; 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 DrawSprite(float x, float y, float size); void QuadContainerAddSprite(int QuadContainerIndex, float x, float y, float size, bool DoSpriteScale = true); void QuadContainerAddSprite(int QuadContainerIndex, float size, bool DoSpriteScale = true); void 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 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 DrawCircle(float x, float y, float r, int Segments); // 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, float Alpha = 1.0f); // 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, 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); // DDRace void RenderTeleOverlay(CTeleTile *pTele, int w, int h, float Scale, float Alpha=1.0f); void RenderSpeedupOverlay(CSpeedupTile *pTele, 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 *pTele, 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