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https://git.code.sf.net/p/quake/quakeforge
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7e078c7f9c
The renderer should now be free of any direct access to client code. Even 3d rendering is now done via a function pointer. The cshift code is done as a 2d screen function.
207 lines
6.8 KiB
C
207 lines
6.8 KiB
C
/*
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draw.h
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Video buffer handling definitions and prototypes
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef _DRAW_H
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#define _DRAW_H
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/** \defgroup video Video Sub-sytem */
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/** \defgroup video_renderer Renderer Sub-system
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\ingroup video
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*/
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/** \defgroup video_renderer_draw Generic draw functions
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\ingroup video_renderer
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*/
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//@{
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#include "QF/wad.h"
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extern byte *draw_chars;
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/** Initialize the draw stuff.
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*/
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void Draw_Init (void);
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/** Draws one 8*8 graphics character with 0 being transparent.
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It can be clipped to the top of the screen to allow the console to be
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smoothly scrolled off.
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\param x horizontal location of the top left corner of the character.
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\param y vertical location of the top left corner of the character.
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\param ch 8 bit character to draw.
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\note The character drawn is from the quake character set, which is
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(by default) standard ascii for 0x20-0x7e (white). 0xa0-0xfe is
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also standard ascii (brown). 0x01-0x1f and 0x80-0x9f are
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various drawing characters, and 0x7f is a backwards arrow.
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*/
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void Draw_Character (int x, int y, unsigned int ch);
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/** Draws a character string to the screen.
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No line wrapping is performed.
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\param x horizontal location of the top left corner of the character.
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\param y vertical location of the top left corner of the character.
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\param str 8 bit character string to draw.
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\note See Draw_Character() for character set description.
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String is normal nul terminated C string.
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*/
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void Draw_String (int x, int y, const char *str);
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/** Draws a character sub-string to the screen.
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No line wrapping is performed.
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\param x horizontal location of the top left corner of the character.
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\param y vertical location of the top left corner of the character.
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\param str 8 bit character string to draw.
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\param count Maximum characters of the string to draw.
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\note See Draw_Character() for character set description.
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Draws up to \p count characters, or stops at the first nul
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character.
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*/
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void Draw_nString (int x, int y, const char *str, int count);
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/** Draws a character string to the screen.
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No line wrapping is performed.
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\param x horizontal location of the top left corner of the character.
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\param y vertical location of the top left corner of the character.
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\param str 8 bit character string to draw.
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\note See Draw_Character() for character set description.
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String is normal nul terminated C string.
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Characters of the string are forced to have their high bit set
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(ie, they will be in the range 0x80-0xff).
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*/
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void Draw_AltString (int x, int y, const char *str);
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/** Draw the console background with various optional effects.
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\param lines Vertical size in pixels of the console.
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\param alpha Console transparency level (255 = opaque).
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\note \p alpha is effective only in the OpenGL renderer. Effectively
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255 (opaque) for the software renderer.
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\c gl_conspin causes the background to spin.
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\c gl_constretch causes the background to stretch rather than slide.
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*/
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void Draw_ConsoleBackground (int lines, byte alpha);
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/** Draw a crosshair at the center of the screen.
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\c crosshair specifies which crosshair (1 = '+', 2 = large 'x' shape,
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3 = fancy '+' shape)
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\c cl_crossx and \c cl_crossy offset the crosshair from the center of the
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screen.
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*/
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void Draw_Crosshair (void);
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/** Draw the specified crosshair on the screen.
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\param ch crosshair to draw
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\param x horizontal position of the center of the crosshair.
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\param y vertical position of the center of the crosshair.
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See Draw_Crosshair() for description of crosshair values.
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*/
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void Draw_CrosshairAt (int ch, int x, int y);
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/** Clear a rectangle with a tiled background.
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\param x horizontal position of the upper left corner of the rectangle
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\param y horizontal position of the upper left corner of the rectangle
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\param w width of the rectangle
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\param h height of the rectangle
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The background used is the "backtile" WAD lump.
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*/
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void Draw_TileClear (int x, int y, int w, int h);
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/** Clear a rectangle with a solid color.
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\param x horizontal position of the upper left corner of the rectangle
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\param y horizontal position of the upper left corner of the rectangle
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\param w width of the rectangle
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\param h height of the rectangle
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\param c 8 bit color index.
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The color comes from the quake palette.
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*/
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void Draw_Fill (int x, int y, int w, int h, int c);
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/** Draw a text box on the screen
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\param x horizontal location of the upper left corner of the box
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\param y vertical location of the upper left corner of the box
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\param width horizontal size in character cells of the region
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\param lines vertical size in character cells of the region
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\param alpha transparency of the box
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*/
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void Draw_TextBox (int x, int y, int width, int lines, byte alpha);
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/** Darken the screen.
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*/
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void Draw_FadeScreen (void);
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/** Shift the screen colors.
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*/
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void Draw_BlendScreen (quat_t color);
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//@}
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/** \defgroup video_renderer_draw_qpic QPic functions
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\ingroup video_renderer_draw
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*/
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//@{
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/** Load a qpic from the filesystem.
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\param path path of the file within the quake filesystem
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\param alpha transparency level of the pic.
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\return pointer qpic data.
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\note Up to MAX_CACHED_PICS qpics can be loaded at a time this way
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*/
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qpic_t *Draw_CachePic (const char *path, qboolean alpha);
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/** Load a qpic from gfx.wad.
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\param name name of the was lump to load
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\return pointer qpic data.
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*/
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qpic_t *Draw_PicFromWad (const char *name);
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/** Draw a qpic to the screen
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\param x horizontal location of the upper left corner of the qpic
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\param y vertical location of the upper left corner of the qpic
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\param pic qpic to draw
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*/
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void Draw_Pic (int x, int y, qpic_t *pic);
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/** Draw a sub-region of a qpic to the screan
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\param x horizontal screen location of the upper left corner of the
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sub-region
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\param y vertical screen location of the upper left corner of the
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sub-region
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\param pic qpic to draw
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\param srcx horizontal qpic location of the upper left corner of the
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sub-region
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\param srcy vertical qpic location of the upper left corner of the
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sub-region
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\param width horizontal size of the sub-region to be drawn
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\param height vertical size of the sub-region to be drawn
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*/
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void Draw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height);
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//@}
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#endif // _DRAW_H
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