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95 lines
3.1 KiB
C++
95 lines
3.1 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_RENDER_H
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#define GAME_CLIENT_RENDER_H
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#include <base/vmath.h>
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#include <game/mapitems.h>
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#include "ui.h"
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class CTeeRenderInfo
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{
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public:
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CTeeRenderInfo()
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{
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m_Texture = -1;
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m_ColorBody = vec4(1,1,1,1);
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m_ColorFeet = vec4(1,1,1,1);
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m_Size = 1.0f;
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m_GotAirJump = 1;
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};
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int m_Texture;
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vec4 m_ColorBody;
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vec4 m_ColorFeet;
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float m_Size;
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int m_GotAirJump;
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};
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// sprite renderings
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enum
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{
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SPRITE_FLAG_FLIP_Y=1,
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SPRITE_FLAG_FLIP_X=2,
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LAYERRENDERFLAG_OPAQUE=1,
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LAYERRENDERFLAG_TRANSPARENT=2,
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TILERENDERFLAG_EXTEND=4,
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};
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typedef void (*ENVELOPE_EVAL)(float TimeOffset, int Env, float *pChannels, void *pUser);
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class CRenderTools
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{
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public:
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class IGraphics *m_pGraphics;
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class CUI *m_pUI;
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class IGraphics *Graphics() const { return m_pGraphics; }
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class CUI *UI() const { return m_pUI; }
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//typedef struct SPRITE;
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void SelectSprite(struct CDataSprite *pSprite, int Flags=0, int sx=0, int sy=0);
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void SelectSprite(int id, int Flags=0, int sx=0, int sy=0);
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void DrawSprite(float x, float y, float size);
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// rects
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void DrawRoundRect(float x, float y, float w, float h, float r);
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void DrawRoundRectExt(float x, float y, float w, float h, float r, int Corners);
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void DrawUIRect(const CUIRect *pRect, vec4 Color, int Corners, float Rounding);
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// larger rendering methods
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void RenderTilemapGenerateSkip(class CLayers *pLayers);
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// object render methods (gc_render_obj.cpp)
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void RenderTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos, bool Alpha = false);
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// map render methods (gc_render_map.cpp)
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static void RenderEvalEnvelope(CEnvPoint *pPoints, int NumPoints, int Channels, float Time, float *pResult);
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void RenderQuads(CQuad *pQuads, int NumQuads, int Flags, ENVELOPE_EVAL pfnEval, void *pUser);
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void ForceRenderQuads(CQuad *pQuads, int NumQuads, int Flags, ENVELOPE_EVAL pfnEval, void *pUser, float Alpha = 1.0f);
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void RenderTilemap(CTile *pTiles, int w, int h, float Scale, vec4 Color, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser, int ColorEnv, int ColorEnvOffset);
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// helpers
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void MapscreenToWorld(float CenterX, float CenterY, float ParallaxX, float ParallaxY,
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float OffsetX, float OffsetY, float Aspect, float Zoom, float *pPoints);
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// DDRace
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void RenderTeleOverlay(CTeleTile *pTele, int w, int h, float Scale, float Alpha=1.0f);
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void RenderSpeedupOverlay(CSpeedupTile *pTele, int w, int h, float Scale, float Alpha=1.0f);
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void RenderSwitchOverlay(CSwitchTile *pSwitch, int w, int h, float Scale, float Alpha=1.0f);
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void RenderTuneOverlay(CTuneTile *pTune, int w, int h, float Scale, float Alpha=1.0f);
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void RenderTelemap(CTeleTile *pTele, int w, int h, float Scale, vec4 Color, int RenderFlags);
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void RenderSpeedupmap(CSpeedupTile *pTele, int w, int h, float Scale, vec4 Color, int RenderFlags);
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void RenderSwitchmap(CSwitchTile *pSwitch, int w, int h, float Scale, vec4 Color, int RenderFlags);
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void RenderTunemap(CTuneTile *pTune, int w, int h, float Scale, vec4 Color, int RenderFlags);
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};
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#endif
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