mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 18:19:43 +01:00
28db7038fc
It's less code being copied and pasted, especially since for my over-30-FPS patch I would have to make a separate function for each if both of them were still there, but if they're unified into one then I will only have to make one more function. And since map.scrolldir is now used outside of GAMEMODE, we'll need to reset it in hardreset() and when exiting playtesting.
290 lines
6.1 KiB
C++
290 lines
6.1 KiB
C++
#ifndef GRAPHICS_H
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#define GRAPHICS_H
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#include "GraphicsResources.h"
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#include <vector>
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#include <map>
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#include "Maths.h"
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#include "Textbox.h"
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#include "UtilityClass.h"
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#include "Game.h"
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#include <string>
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#include <algorithm>
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#include "GraphicsUtil.h"
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#include "Screen.h"
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class Graphics
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{
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public:
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void init();
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~Graphics();
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GraphicsResources grphx;
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int bfontlen(uint32_t ch);
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int font_idx(uint32_t ch);
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void Makebfont();
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void drawhuetile(int x, int y, int t, int c);
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void drawgravityline(int t);
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void MakeTileArray();
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void MakeSpriteArray();
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void maketelearray();
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void drawcoloredtile(int x, int y, int t, int r, int g, int b);
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void drawmenu(int cr, int cg, int cb, int division = 30);
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void drawlevelmenu(int cr, int cg, int cb, int division = 30);
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void processfade();
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void drawfade();
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void setwarprect(int a, int b, int c, int d);
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void createtextbox(std::string t, int xp, int yp, int r= 255, int g= 255, int b = 255);
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void textboxcleanup();
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void textboxcenter();
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void textboxcenterx();
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int textboxwidth();
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void textboxmove(int xo, int yo);
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void textboxmoveto(int xo);
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void textboxcentery();
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void textboxadjust();
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void addline(std::string t);
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void textboxtimer(int t);
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void textboxremove();
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void textboxremovefast();
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void textboxactive();
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void drawtextbox(int x, int y, int w, int h, int r, int g, int b);
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void drawpixeltextbox(int x, int y, int w, int h, int w2, int h2, int r, int g, int b, int xo, int yo);
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void drawcustompixeltextbox(int x, int y, int w, int h, int w2, int h2, int r, int g, int b, int xo, int yo);
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void drawcrewman(int x, int y, int t, bool act, bool noshift =false);
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int crewcolour(const int t);
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void cutscenebars();
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void drawpartimage(int t, int xp, int yp, int wp, int hp);
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void drawimage(int t, int xp, int yp, bool cent=false);
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void drawimagecol(int t, int xp, int yp, int r, int g, int b, bool cent= false);
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void drawgui();
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void drawsprite(int x, int y, int t, int r, int g, int b);
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void printcrewname(int x, int y, int t);
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void printcrewnamestatus(int x, int y, int t);
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void printcrewnamedark(int x, int y, int t);
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void Print(int _x, int _y, std::string _s, int r, int g, int b, bool cen = false);
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void PrintAlpha(int _x, int _y, std::string _s, int r, int g, int b, int a, bool cen = false);
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void RPrint(int _x, int _y, std::string _s, int r, int g, int b, bool cen = false);
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void PrintOff(int _x, int _y, std::string _s, int r, int g, int b, bool cen = false);
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void PrintOffAlpha(int _x, int _y, std::string _s, int r, int g, int b, int a, bool cen = false);
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void bprint(int x, int y, std::string t, int r, int g, int b, bool cen = false);
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void bprintalpha(int x, int y, std::string t, int r, int g, int b, int a, bool cen = false);
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int len(std::string t);
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void bigprint( int _x, int _y, std::string _s, int r, int g, int b, bool cen = false, int sc = 2 );
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void drawspritesetcol(int x, int y, int t, int c);
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void flashlight();
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void screenshake();
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void render();
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void renderwithscreeneffects();
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bool Hitest(SDL_Surface* surface1, point p1, SDL_Surface* surface2, point p2);
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void drawentities();
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void drawtrophytext();
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void bigrprint(int x, int y, std::string& t, int r, int g, int b, bool cen = false, float sc = 2);
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void drawtele(int x, int y, int t, int c);
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Uint32 getRGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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Uint32 getRGB(Uint8 r, Uint8 g, Uint8 b);
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Uint32 getBGR(Uint8 r, Uint8 g, Uint8 b);
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Uint32 getRGB(Uint32 _col);
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Uint32 RGBflip(Uint8 r, Uint8 g, Uint8 b);
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Uint32 RGBf(int r, int g, int b);
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void setcolreal(Uint32 t);
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void drawbackground(int t);
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void drawtile3( int x, int y, int t, int off );
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void drawentcolours( int x, int y, int t);
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void drawtile2( int x, int y, int t );
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void drawtile( int x, int y, int t );
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void drawtowertile( int x, int y, int t );
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void drawtowertile3( int x, int y, int t, int off );
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void drawmap();
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void drawforetile(int x, int y, int t);
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void drawforetile2(int x, int y, int t);
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void drawforetile3(int x, int y, int t, int off);
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void drawrect(int x, int y, int w, int h, int r, int g, int b);
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void drawtowermap();
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void drawtowermap_nobackground();
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void drawtowerspikes();
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bool onscreen(int t);
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void menuoffrender();
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void drawtowerbackground();
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void setcol(int t);
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void drawfinalmap();
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colourTransform ct;
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int bcol, bcol2, rcol;
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int j, k, m;
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std::vector <SDL_Surface*> backgrounds;
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std::vector <SDL_Surface*> images;
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std::vector <SDL_Surface*> tele;
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std::vector <SDL_Surface*> tiles;
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std::vector <SDL_Surface*> tiles2;
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std::vector <SDL_Surface*> tiles3;
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std::vector <SDL_Surface*> entcolours;
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std::vector <SDL_Surface*> sprites;
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std::vector <SDL_Surface*> flipsprites;
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std::vector <SDL_Surface*> bfont;
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std::vector <SDL_Surface*> bfontmask;
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std::vector <SDL_Surface*> flipbfont;
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std::vector <SDL_Surface*> flipbfontmask;
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bool flipmode;
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bool setflipmode;
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bool notextoutline;
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point tl;
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//buffer objects. //TODO refactor buffer objects
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SDL_Surface* backBuffer;
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Screen* screenbuffer;
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SDL_Surface* menubuffer;
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SDL_Surface* towerbuffer;
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SDL_Surface* foregroundBuffer;
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SDL_Surface* tempBuffer;
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SDL_Rect bfont_rect;
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SDL_Rect tiles_rect;
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SDL_Rect sprites_rect;
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SDL_Rect bfontmask_rect;
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SDL_Rect images_rect;
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SDL_Rect bg_rect;
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SDL_Rect line_rect;
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SDL_Rect tele_rect;
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SDL_Rect foot_rect;
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SDL_Rect prect;
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SDL_Rect footerrect;
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SDL_Surface* footerbuffer;
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int linestate, linedelay;
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int backoffset;
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bool backgrounddrawn, foregrounddrawn;
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int menuoffset;
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bool resumegamemode;
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SDL_Rect warprect;
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int crewframe;
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int crewframedelay;
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int fademode;
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int fadeamount;
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std::vector <int> fadebars;
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bool trinketcolset;
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int trinketr, trinketg, trinketb;
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std::vector <textboxclass> textbox;
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bool showcutscenebars;
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int cutscenebarspos;
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std::vector<SDL_Rect> stars;
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std::vector<int> starsspeed;
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int spcol, spcoldel;
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std::vector<SDL_Rect> backboxes;
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std::vector<int> backboxvx;
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std::vector<int> backboxvy;
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std::vector<float> backboxint;
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SDL_Rect backboxrect;
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int warpskip, warpfcol, warpbcol;
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bool translucentroomname;
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bool showmousecursor;
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std::map<int, int> font_positions;
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};
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extern Graphics graphics;
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#endif /* GRAPHICS_H */
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