raze-gles/source/core/2d/drawparms.h
Christoph Oelckers e2f5e8fe34 - renamed 'common' to 'core'.
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00

180 lines
6.4 KiB
C++

#pragma once
/*
** v_video.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "palentry.h"
#include "renderstyle.h"
#include "c_cvars.h"
#include "v_2ddrawer.h"
#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
#define TAG_END (0) /* Ditto */
/* list pointed to in ti_Data */
enum
{
DTA_Base = 1,
DTA_DestWidth, // width of area to draw to
DTA_DestHeight, // height of area to draw to
DTA_Alpha, // alpha value for translucency
DTA_FillColor, // color to stencil onto the destination
DTA_TranslationIndex, // translation table to recolor the source
DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
DTA_ShadowColor, // color of shadow
DTA_ShadowAlpha, // alpha of shadow
DTA_Shadow, // set shadow color and alphas to defaults
DTA_VirtualWidth, // pretend the canvas is this wide
DTA_VirtualHeight, // pretend the canvas is this tall
DTA_TopOffset, // override texture's top offset
DTA_LeftOffset, // override texture's left offset
DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
DTA_ClipTop, // don't draw anything above this row (on dest, not source)
DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
DTA_Masked, // true(default)=use masks from texture, false=ignore masks
DTA_HUDRules, // use fullscreen HUD rules to position and size textures
DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter
DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
DTA_RenderStyle, // same as render style for actors
DTA_ColorOverlay, // uint32_t: ARGB to overlay on top of image; limited to black for software
DTA_BilinearFilter, // bool: apply bilinear filtering to the image
DTA_SpecialColormap,// pointer to FSpecialColormapParameters
DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL)
DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
// floating point duplicates of some of the above:
DTA_DestWidthF,
DTA_DestHeightF,
DTA_TopOffsetF,
DTA_LeftOffsetF,
DTA_VirtualWidthF,
DTA_VirtualHeightF,
DTA_WindowLeftF,
DTA_WindowRightF,
// For DrawText calls:
DTA_TextLen, // stop after this many characters, even if \0 not hit
DTA_CellX, // horizontal size of character cell
DTA_CellY, // vertical size of character cell
// New additions.
DTA_Color,
DTA_FlipY, // bool: flip image vertically
DTA_SrcX, // specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right
DTA_SrcY,
DTA_SrcWidth,
DTA_SrcHeight,
DTA_LegacyRenderStyle, // takes an old-style STYLE_* constant instead of an FRenderStyle
DTA_Burn, // activates the burn shader for this element
DTA_Spacing, // Strings only: Additional spacing between characters
DTA_Monospace, // Fonts only: Use a fixed distance between characters.
};
enum EMonospacing : int
{
Off = 0,
CellLeft = 1,
CellCenter = 2,
CellRight = 3
};
enum
{
HUD_Normal,
HUD_HorizCenter
};
class FFont;
struct DrawParms
{
double x, y;
double texwidth;
double texheight;
double destwidth;
double destheight;
double virtWidth;
double virtHeight;
double windowleft;
double windowright;
int cleanmode;
int dclip;
int uclip;
int lclip;
int rclip;
double top;
double left;
float Alpha;
int remap;
PalEntry fillcolor;
PalEntry colorOverlay;
PalEntry color;
int alphaChannel;
int flipX;
int flipY;
//float shadowAlpha;
int shadowColor;
int keepratio;
int masked;
int bilinear;
FRenderStyle style;
int desaturate;
int scalex, scaley;
int cellx, celly;
int monospace;
int spacing;
int maxstrlen;
bool fortext;
bool virtBottom;
double srcx, srcy;
double srcwidth, srcheight;
bool burn;
};
struct Va_List
{
va_list list;
};