#ifndef __R_RENDERER_H #define __R_RENDERER_H #include struct FRenderer; extern FRenderer *SWRenderer; class FSerializer; class FTexture; class AActor; class player_t; struct sector_t; class FCanvasTexture; class FileWriter; class DCanvas; struct FLevelLocals; struct FRenderer { virtual ~FRenderer() {} // precache one texture virtual void Precache(uint8_t *texhitlist, TMap &actorhitlist) = 0; // render 3D view virtual void RenderView(player_t *player, DCanvas *target, void *videobuffer) = 0; // renders view to a savegame picture virtual void WriteSavePic(player_t *player, FileWriter *file, int width, int height) = 0; // draws player sprites with hardware acceleration (only useful for software rendering) virtual void DrawRemainingPlayerSprites() = 0; // set up the colormap for a newly loaded level. virtual void SetColormap(FLevelLocals *) = 0; virtual void SetClearColor(int color) = 0; virtual void Init() = 0; }; #endif