UltimateZoneBuilder/Source/Core/Rendering/IRenderer2D.cs

84 lines
2.8 KiB
C#
Raw Normal View History


#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System.Collections.Generic;
using System.Drawing;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
public interface IRenderer2D
{
// Properties
float OffsetX { get; }
float OffsetY { get; }
float TranslateX { get; }
float TranslateY { get; }
float Scale { get; }
int VertexSize { get; }
ViewMode ViewMode { get; }
bool FullBrightness { get; set; } //mxd
// View methods
Vector2D DisplayToMap(Vector2D mousepos);
Vector2D MapToDisplay(Vector2D mappos);
// Color methods
PixelColor DetermineLinedefColor(Linedef l);
PixelColor DetermineThingColor(Thing t);
int DetermineVertexColor(Vertex v);
int CalculateBrightness(int level);
void UpdateExtraFloorFlag(); //mxd
// Rendering management methods
bool StartPlotter(bool clear);
bool StartThings(bool clear);
bool StartOverlay(bool clear);
void Finish();
void SetPresentation(Presentation present);
void Present();
// Drawing methods
void RenderArrow(Line3D line, PixelColor c); //mxd
void PlotArrow(Line3D line, PixelColor c); //mxd
void PlotLine(Vector2D start, Vector2D end, PixelColor c);
void PlotLinedef(Linedef l, PixelColor c);
void PlotLinedefSet(ICollection<Linedef> linedefs);
void PlotSector(Sector s);
void PlotSector(Sector s, PixelColor c);
void PlotVertex(Vertex v, int colorindex);
void PlotVertexAt(Vector2D v, int colorindex);
void PlotVerticesSet(ICollection<Vertex> vertices);
void RenderThing(Thing t, PixelColor c, float alpha);
void RenderThingSet(ICollection<Thing> things, float alpha);
void RenderRectangle(RectangleF rect, float bordersize, PixelColor c, bool transformrect);
void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect);
void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect, ImageData texture);
void RenderLine(Vector2D start, Vector2D end, float thickness, PixelColor c, bool transformcoords);
void RenderText(TextLabel text);
void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords);
void RenderHighlight(FlatVertex[] vertices, int color); //mxd
void RedrawSurface();
}
}