VVVVVV/desktop_version/src/Graphics.h

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 */