/* 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