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VVVVVV/desktop_version/src/Graphics.h
Misa 28db7038fc Merge drawtowerbackgroundsolo() into drawtowerbackground()
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.
2020-04-29 18:08:13 -04:00

290 lines
6.1 KiB
C++

#ifndef GRAPHICS_H
#define GRAPHICS_H
#include "GraphicsResources.h"
#include <vector>
#include <map>
#include "Maths.h"
#include "Textbox.h"
#include "UtilityClass.h"
#include "Game.h"
#include <string>
#include <algorithm>
#include "GraphicsUtil.h"
#include "Screen.h"
class Graphics
{
public:
void init();
~Graphics();
GraphicsResources grphx;
int bfontlen(uint32_t ch);
int font_idx(uint32_t ch);
void Makebfont();
void drawhuetile(int x, int y, int t, int c);
void drawgravityline(int t);
void MakeTileArray();
void MakeSpriteArray();
void maketelearray();
void drawcoloredtile(int x, int y, int t, int r, int g, int b);
void drawmenu(int cr, int cg, int cb, int division = 30);
void drawlevelmenu(int cr, int cg, int cb, int division = 30);
void processfade();
void drawfade();
void setwarprect(int a, int b, int c, int d);
void createtextbox(std::string t, int xp, int yp, int r= 255, int g= 255, int b = 255);
void textboxcleanup();
void textboxcenter();
void textboxcenterx();
int textboxwidth();
void textboxmove(int xo, int yo);
void textboxmoveto(int xo);
void textboxcentery();
void textboxadjust();
void addline(std::string t);
void textboxtimer(int t);
void textboxremove();
void textboxremovefast();
void textboxactive();
void drawtextbox(int x, int y, int w, int h, int r, int g, int b);
void drawpixeltextbox(int x, int y, int w, int h, int w2, int h2, int r, int g, int b, int xo, int yo);
void drawcustompixeltextbox(int x, int y, int w, int h, int w2, int h2, int r, int g, int b, int xo, int yo);
void drawcrewman(int x, int y, int t, bool act, bool noshift =false);
int crewcolour(const int t);
void cutscenebars();
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, int r, int g, int b, bool cent= false);
void drawgui();
void drawsprite(int x, int y, int t, int r, int g, int b);
void printcrewname(int x, int y, int t);
void printcrewnamestatus(int x, int y, int t);
void printcrewnamedark(int x, int y, int t);
void Print(int _x, int _y, std::string _s, int r, int g, int b, bool cen = false);
void PrintAlpha(int _x, int _y, std::string _s, int r, int g, int b, int a, bool cen = false);
void RPrint(int _x, int _y, std::string _s, int r, int g, int b, bool cen = false);
void PrintOff(int _x, int _y, std::string _s, int r, int g, int b, bool cen = false);
void PrintOffAlpha(int _x, int _y, std::string _s, int r, int g, int b, int a, bool cen = false);
void bprint(int x, int y, std::string t, int r, int g, int b, bool cen = false);
void bprintalpha(int x, int y, std::string t, int r, int g, int b, int a, bool cen = false);
int len(std::string t);
void bigprint( int _x, int _y, std::string _s, int r, int g, int b, bool cen = false, int sc = 2 );
void drawspritesetcol(int x, int y, int t, int c);
void flashlight();
void screenshake();
void render();
void renderwithscreeneffects();
bool Hitest(SDL_Surface* surface1, point p1, SDL_Surface* surface2, point p2);
void drawentities();
void drawtrophytext();
void bigrprint(int x, int y, std::string& t, int r, int g, int b, bool cen = false, float sc = 2);
void drawtele(int x, int y, int t, int c);
Uint32 getRGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
Uint32 getRGB(Uint8 r, Uint8 g, Uint8 b);
Uint32 getBGR(Uint8 r, Uint8 g, Uint8 b);
Uint32 getRGB(Uint32 _col);
Uint32 RGBflip(Uint8 r, Uint8 g, Uint8 b);
Uint32 RGBf(int r, int g, int b);
void setcolreal(Uint32 t);
void drawbackground(int t);
void drawtile3( int x, int y, int t, int off );
void drawentcolours( int x, int y, int t);
void drawtile2( int x, int y, int t );
void drawtile( int x, int y, int t );
void drawtowertile( int x, int y, int t );
void drawtowertile3( int x, int y, int t, int off );
void drawmap();
void drawforetile(int x, int y, int t);
void drawforetile2(int x, int y, int t);
void drawforetile3(int x, int y, int t, int off);
void drawrect(int x, int y, int w, int h, int r, int g, int b);
void drawtowermap();
void drawtowermap_nobackground();
void drawtowerspikes();
bool onscreen(int t);
void menuoffrender();
void drawtowerbackground();
void setcol(int t);
void drawfinalmap();
colourTransform ct;
int bcol, bcol2, rcol;
int j, k, m;
std::vector <SDL_Surface*> backgrounds;
std::vector <SDL_Surface*> images;
std::vector <SDL_Surface*> tele;
std::vector <SDL_Surface*> tiles;
std::vector <SDL_Surface*> tiles2;
std::vector <SDL_Surface*> tiles3;
std::vector <SDL_Surface*> entcolours;
std::vector <SDL_Surface*> sprites;
std::vector <SDL_Surface*> flipsprites;
std::vector <SDL_Surface*> bfont;
std::vector <SDL_Surface*> bfontmask;
std::vector <SDL_Surface*> flipbfont;
std::vector <SDL_Surface*> flipbfontmask;
bool flipmode;
bool setflipmode;
bool notextoutline;
point tl;
//buffer objects. //TODO refactor buffer objects
SDL_Surface* backBuffer;
Screen* screenbuffer;
SDL_Surface* menubuffer;
SDL_Surface* towerbuffer;
SDL_Surface* foregroundBuffer;
SDL_Surface* tempBuffer;
SDL_Rect bfont_rect;
SDL_Rect tiles_rect;
SDL_Rect sprites_rect;
SDL_Rect bfontmask_rect;
SDL_Rect images_rect;
SDL_Rect bg_rect;
SDL_Rect line_rect;
SDL_Rect tele_rect;
SDL_Rect foot_rect;
SDL_Rect prect;
SDL_Rect footerrect;
SDL_Surface* footerbuffer;
int linestate, linedelay;
int backoffset;
bool backgrounddrawn, foregrounddrawn;
int menuoffset;
bool resumegamemode;
SDL_Rect warprect;
int crewframe;
int crewframedelay;
int fademode;
int fadeamount;
std::vector <int> fadebars;
bool trinketcolset;
int trinketr, trinketg, trinketb;
std::vector <textboxclass> textbox;
bool showcutscenebars;
int cutscenebarspos;
std::vector<SDL_Rect> stars;
std::vector<int> starsspeed;
int spcol, spcoldel;
std::vector<SDL_Rect> backboxes;
std::vector<int> backboxvx;
std::vector<int> backboxvy;
std::vector<float> backboxint;
SDL_Rect backboxrect;
int warpskip, warpfcol, warpbcol;
bool translucentroomname;
bool showmousecursor;
std::map<int, int> font_positions;
};
extern Graphics graphics;
#endif /* GRAPHICS_H */