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65 lines
2.2 KiB
C
65 lines
2.2 KiB
C
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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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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*
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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*
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*---------------------------------------------------------------------
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*/
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#ifndef _GL_STRUCT_H
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#define _GL_STRUCT_H
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extern int nodesVersion;
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void gld_Init(int width, int height);
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void gld_InitCommandLine();
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void gld_DrawNumPatch(int x, int y, int lump, int cm, enum patch_translation_e flags);
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void gld_DrawBackground(const char* name);
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void gld_DrawLine(int x0, int y0, int x1, int y1, int BaseColor);
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void gld_DrawWeapon(int weaponlump, vissprite_t *vis, int lightlevel);
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void gld_FillBlock(int x, int y, int width, int height, int col);
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void gld_SetPalette(int palette);
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unsigned char *gld_ReadScreen (void);
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void gld_CleanMemory(void);
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void gld_PreprocessLevel(void);
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void gld_Set2DMode();
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void gld_InitDrawScene(int eye);
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void gld_StartDrawScene(void);
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void gld_AddPlane(int subsectornum, visplane_t *floor, visplane_t *ceiling);
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void gld_AddWall(seg_t *seg);
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void gld_AddSprite(vissprite_t *vspr);
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void gld_DrawScene(player_t *player);
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void gld_EndDrawScene(void);
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void gld_Finish();
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#endif // _GL_STRUCT_H
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