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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-02 19:13:31 +02:00
VVVVVV/desktop_version/src/Graphics.h
AllyTally 77a571017d Implement scaling modes manually
For future PRs, it'll be very nice to have full control over how VVVVVV
gets drawn to the window. This means we can use the entire window size
for things like touch input, drawing borders, or anything we want.
2024-02-03 18:11:11 -08:00

445 lines
12 KiB
C++

#ifndef GRAPHICS_H
#define GRAPHICS_H
#include <map>
#include <string>
#include <vector>
#include "Game.h"
#include "GraphicsResources.h"
#include "Textbox.h"
#include "TowerBG.h"
enum FadeBars
{
FADE_NONE,
FADE_FULLY_BLACK,
FADE_START_FADEOUT,
FADE_FADING_OUT,
FADE_START_FADEIN,
FADE_FADING_IN
};
enum ImageNames
{
IMAGE_LEVELCOMPLETE,
IMAGE_MINIMAP,
IMAGE_COVERED,
IMAGE_ELEPHANT,
IMAGE_GAMECOMPLETE,
IMAGE_FLIPLEVELCOMPLETE,
IMAGE_FLIPGAMECOMPLETE,
IMAGE_SITE,
IMAGE_SITE2,
IMAGE_SITE3,
IMAGE_ENDING,
IMAGE_SITE4,
IMAGE_CUSTOMMINIMAP,
NUM_IMAGES
};
#define FADEMODE_IS_FADING(mode) ((mode) != FADE_NONE && (mode) != FADE_FULLY_BLACK)
class Graphics
{
public:
void init(void);
void destroy(void);
void create_buffers(void);
void destroy_buffers(void);
GraphicsResources grphx;
SDL_Color huetilegetcol();
SDL_Color bigchunkygetcol(int t);
void drawgravityline(int t, int x, int y, int w, int h);
void drawcoloredtile(int x, int y, int t, int r, int g, int b);
void drawmenu(int cr, int cg, int cb, enum Menu::MenuName menu);
void processfade(void);
void setfade(const int amount);
void drawfade(void);
void setlinegap(int);
int getlinegap(void);
void createtextboxreal(
const std::string& t,
int xp, int yp,
int r, int g, int b,
bool flipme
);
void createtextbox(
const std::string& t,
int xp, int yp,
SDL_Color color
);
void createtextbox(
const std::string& t,
int xp, int yp,
int r, int g, int b
);
void createtextboxflipme(
const std::string& t,
int xp, int yp,
SDL_Color color
);
void createtextboxflipme(
const std::string& t,
int xp, int yp,
int r, int g, int b
);
void textboxcenterx(void);
int textboxwidth(void);
void textboxmoveto(int xo);
void textboxcentery(void);
void textboxpad(size_t left_pad, size_t right_pad);
void textboxpadtowidth(size_t new_w);
void textboxcentertext(void);
void textboxprintflags(uint32_t flags);
void textboxbuttons(void);
void textboxcrewmateposition(const TextboxCrewmatePosition* crewmate_position);
void textboxoriginalcontext(const TextboxOriginalContext* original_context);
void textboxoriginalcontextauto(void);
void textboxcase(char text_case);
void textboxtranslate(TextboxTranslate translate, TextboxFunction function);
void textboxcommsrelay(const char* text);
void textboxapplyposition(void);
void addline(const std::string& t);
void setlarge(bool large);
void textboxtimer(int t);
void addsprite(int x, int y, int tile, int col);
void setimage(TextboxImage image);
void textboxindex(int index);
void textboxremove(void);
void textboxremovefast(void);
void textboxactive(void);
void drawpixeltextbox(int x, int y, int w, int h, int r, int g, int b);
void drawcrewman(int x, int y, int t, bool act, bool noshift =false);
int crewcolour(const int t);
void cutscenebars(void);
void cutscenebarstimer(void);
void setbars(const int position);
void drawpartimage(int t, int xp, int yp, int wp, int hp);
void drawimage(int t, int xp, int yp, bool cent=false);
void drawimagecol(int t, int xp, int yp, SDL_Color ct, bool cent= false);
void draw_texture(SDL_Texture* image, int x, int y);
void draw_texture_part(SDL_Texture* image, int x, int y, int x2, int y2, int w, int h, int scalex, int scaley);
void draw_grid_tile(SDL_Texture* texture, int t, int x, int y, int width, int height, int scalex, int scaley);
void draw_grid_tile(SDL_Texture* texture, int t, int x, int y, int width, int height);
void draw_grid_tile(SDL_Texture* texture, int t, int x, int y, int width, int height, int r, int g, int b, int a, int scalex, int scaley);
void draw_grid_tile(SDL_Texture* texture, int t, int x, int y, int width, int height, int r, int g, int b, int a);
void draw_grid_tile(SDL_Texture* texture, int t, int x, int y, int width, int height, int r, int g, int b, int scalex, int scaley);
void draw_grid_tile(SDL_Texture* texture, int t, int x, int y, int width, int height, int r, int g, int b);
void draw_grid_tile(SDL_Texture* texture, int t, int x, int y, int width, int height, SDL_Color color, int scalex, int scaley);
void draw_grid_tile(SDL_Texture* texture, int t, int x, int y, int width, int height, SDL_Color color);
void updatetextboxes(void);
const char* textbox_line(char* buffer, size_t buffer_len, size_t textbox_i, size_t line_i);
void drawgui(void);
void draw_sprite(int x, int y, int t, int r, int g, int b);
void draw_sprite(int x, int y, int t, SDL_Color color);
void draw_flipsprite(int x, int y, int t, SDL_Color color);
void scroll_texture(SDL_Texture* texture, SDL_Texture* temp, int x, int y);
void printcrewname(int x, int y, int t);
void printcrewnamedark(int x, int y, int t);
void printcrewnamestatus(int x, int y, int t, bool rescued);
void print_level_creator(
uint32_t print_flags,
int y,
const std::string& creator,
uint8_t r,
uint8_t g,
uint8_t b
);
int set_render_target(SDL_Texture* texture);
int set_texture_color_mod(SDL_Texture* texture, Uint8 r, Uint8 g, Uint8 b);
int set_texture_alpha_mod(SDL_Texture* texture, Uint8 alpha);
int query_texture(SDL_Texture* texture, Uint32* format, int* access, int* w, int* h);
int set_blendmode(SDL_BlendMode blendmode);
int set_blendmode(SDL_Texture* texture, SDL_BlendMode blendmode);
int clear(int r, int g, int b, int a);
int clear(void);
bool substitute(SDL_Texture** texture);
void post_substitute(SDL_Texture* subst);
int copy_texture(SDL_Texture* texture, const SDL_Rect* src, const SDL_Rect* dest);
int copy_texture(SDL_Texture* texture, const SDL_Rect* src, const SDL_Rect* dest, double angle, const SDL_Point* center, SDL_RendererFlip flip);
int set_color(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
int set_color(Uint8 r, Uint8 g, Uint8 b);
int set_color(SDL_Color color);
int fill_rect(const SDL_Rect* rect);
int fill_rect(const SDL_Rect* rect, int r, int g, int b, int a);
int fill_rect(int x, int y, int w, int h, int r, int g, int b, int a);
int fill_rect(int x, int y, int w, int h, int r, int g, int b);
int fill_rect(const SDL_Rect* rect, int r, int g, int b);
int fill_rect(int r, int g, int b);
int fill_rect(const SDL_Rect* rect, SDL_Color color);
int fill_rect(int x, int y, int w, int h, SDL_Color color);
int fill_rect(SDL_Color color);
int draw_rect(const SDL_Rect* rect);
int draw_rect(const SDL_Rect* rect, int r, int g, int b, int a);
int draw_rect(int x, int y, int w, int h, int r, int g, int b, int a);
int draw_rect(int x, int y, int w, int h, int r, int g, int b);
int draw_rect(const SDL_Rect* rect, int r, int g, int b);
int draw_rect(const SDL_Rect* rect, SDL_Color color);
int draw_rect(int x, int y, int w, int h, SDL_Color color);
int draw_line(int x, int y, int x2, int y2);
int draw_points(const SDL_Point* points, int count);
int draw_points(const SDL_Point* points, int count, int r, int g, int b);
void map_tab(int opt, const char* text, bool selected = false);
void map_option(int opt, int num_opts, const std::string& text, bool selected = false);
void drawspritesetcol(int x, int y, int t, int c);
void flashlight(void);
void screenshake(void);
void updatescreenshake(void);
int screenshake_x;
int screenshake_y;
void draw_window_background(void);
void get_stretch_info(SDL_Rect* rect);
void render(void);
void renderwithscreeneffects(void);
void renderfixedpre(void);
void renderfixedpost(void);
void draw_screenshot_border(void);
bool Hitest(SDL_Surface* surface1, SDL_Point p1, SDL_Surface* surface2, SDL_Point p2);
void drawentities(void);
void drawentity(const int i, const int yoff);
void drawtrophytext(void);
void drawtele(int x, int y, int t, SDL_Color c);
SDL_Color getRGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
SDL_Color getRGB(Uint8 r, Uint8 g, Uint8 b);
SDL_Color RGBf(int r, int g, int b);
void drawbackground(int t);
void updatebackground(int t);
bool shouldrecoloroneway(const int tilenum, const bool mounted);
void drawtile3(int x, int y, int t, int off, int height_subtract = 0);
void drawtile2(int x, int y, int t);
void drawtile(int x, int y, int t);
void drawmap(void);
void drawtowermap(void);
void drawtowerspikes(void);
bool onscreen(int t);
bool reloadresources(void);
bool checktexturesize(
const char* filename, SDL_Texture* texture,
int tilewidth, int tileheight
);
bool tiles1_mounted;
bool tiles2_mounted;
bool minimap_mounted;
bool gamecomplete_mounted;
bool levelcomplete_mounted;
bool flipgamecomplete_mounted;
bool fliplevelcomplete_mounted;
void menuoffrender(void);
void drawtowerbackground(const TowerBG& bg_obj);
void updatetowerbackground(TowerBG& bg_obj);
SDL_Color getcol(int t);
void drawfinalmap(void);
int rcol;
int m;
std::vector <SDL_Surface*> sprites_surf;
std::vector <SDL_Surface*> flipsprites_surf;
SDL_Texture* images[NUM_IMAGES];
bool flipmode;
bool setflipmode;
bool notextoutline;
SDL_Texture* gameTexture;
SDL_Texture* tempShakeTexture;
SDL_Texture* gameplayTexture;
SDL_Texture* menuTexture;
SDL_Texture* ghostTexture;
SDL_Texture* backgroundTexture;
SDL_Texture* foregroundTexture;
SDL_Texture* tempScrollingTexture;
SDL_Surface* tempScreenshot;
SDL_Surface* tempScreenshot2x;
TowerBG towerbg;
TowerBG titlebg;
SDL_Rect tiles_rect;
SDL_Rect sprites_rect;
SDL_Rect tele_rect;
SDL_Rect footerrect;
int linestate, linedelay;
int backoffset;
bool backgrounddrawn, foregrounddrawn;
int menuoffset;
int oldmenuoffset;
bool resumegamemode;
int crewframe;
int crewframedelay;
enum FadeBars fademode;
int fadeamount;
int oldfadeamount;
int fadebars[15];
enum FadeBars ingame_fademode;
bool trinketcolset;
int trinketr, trinketg, trinketb;
std::vector <textboxclass> textboxes;
bool showcutscenebars;
int cutscenebarspos;
int oldcutscenebarspos;
static const int numstars = 50;
SDL_Rect stars[numstars];
int starsspeed[numstars];
static const int numbackboxes = 18;
int spcol, spcoldel;
SDL_Rect backboxes[numbackboxes];
int backboxvx[numbackboxes];
int backboxvy[numbackboxes];
float backboxmult;
int warpskip;
bool translucentroomname;
#ifndef GAME_DEFINITION
float inline lerp(const float v0, const float v1)
{
if (game.physics_frozen())
{
return v1;
}
return v0 + alpha * (v1 - v0);
}
#endif
float alpha;
SDL_Color col_crewred;
SDL_Color col_crewyellow;
SDL_Color col_crewgreen;
SDL_Color col_crewcyan;
SDL_Color col_crewblue;
SDL_Color col_crewpurple; //actually pink
SDL_Color col_crewinactive;
SDL_Color col_clock;
SDL_Color col_trinket;
int col_tr;
int col_tg;
int col_tb;
void updatetitlecolours(void);
bool kludgeswnlinewidth;
SDL_Color crewcolourreal(int t);
void render_roomname(uint32_t font_flag, const char* roomname, int r, int g, int b);
void print_roomtext(int x, int y, const char* text, bool rtl);
};
#ifndef GRAPHICS_DEFINITION
extern Graphics graphics;
#endif
#endif /* GRAPHICS_H */