/* ** Handling drawing a player sprite ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #pragma once #include "r_defs.h" class PolyScreenSprite; class DPSprite; struct FSWColormap; class RenderPolyPlayerSprites { public: void Render(); void RenderRemainingSprites(); private: void RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac); const int BaseXCenter = 160; const int BaseYCenter = 100; std::vector ScreenSprites; }; // DScreen accelerated sprite to be rendered class PolyScreenSprite { public: void Render(); FTexture *Pic = nullptr; double X1 = 0.0; double Y1 = 0.0; double Width = 0.0; double Height = 0.0; FRemapTable *Translation = nullptr; bool Flip = false; float Alpha = 1; FRenderStyle RenderStyle; FSWColormap *BaseColormap = nullptr; int ColormapNum = 0; uint32_t FillColor = 0; FDynamicColormap *Colormap = nullptr; };