UltimateZoneBuilder/Source/Core/Rendering/IRenderer2D.cs
MaxED 2458ea3d32 Changed, internal, UDMF: local texture offsets and scale are now copied when merging sidedefs.
Changed, internal: made TextLabel and IRenderer2D public properties compatible with DB2 implementation.
Fixed some more cases when sidedefs belonging to linedefs, which were moved on top of existing linedefs, were incorrectly reassigned when applying Edit Selection and Drag Geometry modes.
Fixed, Map Analysis mode: error checks must be updated after switching map format.
2016-05-19 21:44:39 +00:00

83 lines
2.9 KiB
C#

#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;
#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; }
// 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 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 RenderArrows(ICollection<Line3D> line); //mxd
void RenderArrows(ICollection<Line3D> line, bool transformcoords); //mxd
void RenderText(TextLabel text); //mxd, DB2 compatibility
void RenderText(ITextLabel text); //mxd
void RenderText(IList<ITextLabel> labels); //mxd
void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords);
void RenderHighlight(FlatVertex[] vertices, int color); //mxd
void RedrawSurface();
}
}