mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
4e52d9bb9c
Sectors mode: optimized sector highlight rendering logic. Sectors mode: optimized sector effect/tag labels update logic. Geometry tools: optimized several core functions. Hints for current editing mode can now be displayed when nothing is highlighted (currently the hints are shown only in Draw Geometry mode). GZDB is now build with LARGEADDRESSAWARE flag, which increases amount of RAM GZDB can use from 1.4 to 2.8 GB.
83 lines
2.8 KiB
C#
83 lines
2.8 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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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. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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public interface IRenderer2D
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{
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// Properties
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float OffsetX { get; }
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float OffsetY { get; }
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float TranslateX { get; }
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float TranslateY { get; }
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float Scale { get; }
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int VertexSize { get; }
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ViewMode ViewMode { get; }
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bool FullBrightness { get; set; } //mxd
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// View methods
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Vector2D DisplayToMap(Vector2D mousepos);
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Vector2D MapToDisplay(Vector2D mappos);
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// Color methods
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PixelColor DetermineLinedefColor(Linedef l);
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PixelColor DetermineThingColor(Thing t);
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int DetermineVertexColor(Vertex v);
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int CalculateBrightness(int level);
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void UpdateExtraFloorFlag(); //mxd
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// Rendering management methods
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bool StartPlotter(bool clear);
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bool StartThings(bool clear);
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bool StartOverlay(bool clear);
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void Finish();
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void SetPresentation(Presentation present);
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void Present();
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// Drawing methods
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void RenderArrow(Line3D line, PixelColor c); //mxd
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void PlotArrow(Line3D line, PixelColor c); //mxd
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void PlotLine(Vector2D start, Vector2D end, PixelColor c);
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void PlotLinedef(Linedef l, PixelColor c);
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void PlotLinedefSet(ICollection<Linedef> linedefs);
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void PlotSector(Sector s);
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void PlotSector(Sector s, PixelColor c);
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void PlotVertex(Vertex v, int colorindex);
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void PlotVertexAt(Vector2D v, int colorindex);
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void PlotVerticesSet(ICollection<Vertex> vertices);
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void RenderThing(Thing t, PixelColor c, float alpha);
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void RenderThingSet(ICollection<Thing> things, float alpha);
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void RenderRectangle(RectangleF rect, float bordersize, PixelColor c, bool transformrect);
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void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect);
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void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect, ImageData texture);
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void RenderLine(Vector2D start, Vector2D end, float thickness, PixelColor c, bool transformcoords);
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void RenderText(TextLabel text);
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void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords);
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void RenderHighlight(FlatVertex[] vertices, int color); //mxd
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void RedrawSurface();
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}
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}
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