dvr/app/jni/prboom/gl_struct.h

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2016-03-03 22:28:59 +00:00
/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
*
*---------------------------------------------------------------------
*/
#ifndef _GL_STRUCT_H
#define _GL_STRUCT_H
extern int nodesVersion;
void gld_Init(int width, int height);
void gld_InitCommandLine();
void gld_DrawNumPatch(int x, int y, int lump, int cm, enum patch_translation_e flags);
void gld_DrawBackground(const char* name);
void gld_DrawLine(int x0, int y0, int x1, int y1, int BaseColor);
void gld_DrawWeapon(int weaponlump, vissprite_t *vis, int lightlevel);
void gld_FillBlock(int x, int y, int width, int height, int col);
void gld_SetPalette(int palette);
unsigned char *gld_ReadScreen (void);
void gld_CleanMemory(void);
void gld_PreprocessLevel(void);
void gld_Set2DMode();
void gld_InitDrawScene(int eye);
void gld_StartDrawScene(void);
void gld_AddPlane(int subsectornum, visplane_t *floor, visplane_t *ceiling);
void gld_AddWall(seg_t *seg);
void gld_AddSprite(vissprite_t *vspr);
void gld_DrawScene(player_t *player);
void gld_EndDrawScene(void);
void gld_Finish();
#endif // _GL_STRUCT_H