ns/releases/valve/source/mod/AvHSpriteAPI.h

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#ifndef AVHSPRITEAPI_H
#define AVHSPRITEAPI_H
enum AvHSpriteDrawMode
{
kSpriteDrawModeFilled,
kSpriteDrawModeBorder,
};
/**
* Once the final coordinates are computed, they are transformed to this viewport.
*/
void AvHSpriteSetViewport(float x1, float y1, float x2, float y2);
/**
* Clears any previously set viewport.
*/
void AvHSpriteClearViewport();
void AvHSpriteBeginFrame();
void AvHSpriteEndFrame();
/**
* Sets the render mode used for subsequent sprite operations.
*/
void AvHSpriteSetRenderMode(int renderMode);
/**
* Sets the rotation used for subsequence sprite operations. The rotation is
* specified about a point in the screen (cx, cy).
*/
void AvHSpriteSetRotation(float degrees, float cx, float cy);
/**
* Enables or disables the clipping rectangle. If the clipping rectangle is
* disabled the sprites won't be clipping, however it will be faster.
*/
void AvHSpriteEnableClippingRect(bool enable);
/**
* Sets the screen space rectangle which drawing operations are clipped against.
*/
void AvHSpriteSetClippingRect(float x1, float y1, float x2, float y2);
/**
*
*/
void AvHSpriteSetDrawMode(AvHSpriteDrawMode drawMode);
/**
* Sets the color which is multiplied by the sprite pixel values.
*/
void AvHSpriteSetColor(float r, float g, float b, float a = 1);
/**
*
*/
void AvHSpriteSetDepthOffset(float depthOffset);
void AvHSpriteDraw(int spriteHandle, int frame, float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2);
void AvHSpriteDrawTiles(int spriteHandle, int numXFrames, int numYFrames, float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2);
void AvHSpriteEnableVGUI(bool enableVGUI);
void AvHSpriteSetVGUIOffset(int x, int y);
#endif