UltimateZoneBuilder/Source/Core/Rendering/IRenderer2D.cs
MaxED 4e52d9bb9c Sectors mode: optimized rectangular selection logic.
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.
2013-12-10 12:19:27 +00:00

83 lines
2.8 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;
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();
}
}