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156 lines
5.7 KiB
156 lines
5.7 KiB
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5 years ago
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/**
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* @file cel_render.hpp
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*
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* CEL rendering.
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*/
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#pragma once
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#include <utility>
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#include "engine.h"
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namespace devilution {
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/**
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* Returns a pair of X coordinates containing the start (inclusive) and end (exclusive)
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* of fully transparent columns in the sprite.
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*/
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std::pair<int, int> MeasureSolidHorizontalBounds(const CelSprite &cel, int frame = 1);
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/**
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* @brief Blit CEL sprite to the back buffer at the given coordinates
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param cel CEL sprite
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* @param frame CEL frame number
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*/
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void CelDrawTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
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/**
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* @briefBlit CEL sprite to the given buffer, does not perform bounds-checking.
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* @param out Target buffer
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* @param x Cordinate in the target buffer
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* @param y Cordinate in the target buffer
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* @param cel CEL sprite
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* @param frame CEL frame number
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*/
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void CelDrawUnsafeTo(const CelOutputBuffer &out, int x, int y, const CelSprite &cel, int frame);
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/**
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* @brief Same as CelDrawTo but with the option to skip parts of the top and bottom of the sprite
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param cel CEL sprite
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* @param frame CEL frame number
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*/
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void CelClippedDrawTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
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/**
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* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param cel CEL sprite
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* @param frame CEL frame number
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*/
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void CelDrawLightTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame, uint8_t *tbl);
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/**
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* @brief Same as CelDrawLightTo but with the option to skip parts of the top and bottom of the sprite
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param cel CEL sprite
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* @param frame CEL frame number
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*/
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void CelClippedDrawLightTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
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/**
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* @brief Same as CelBlitLightTransSafeTo
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param cel CEL sprite
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* @param frame CEL frame number
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*/
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void CelClippedBlitLightTransTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
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/**
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* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates, translated to a red hue
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param cel CEL sprite
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* @param frame CEL frame number
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* @param light Light shade to use
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*/
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void CelDrawLightRedTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame, char light);
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/**
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* @brief Blit CEL sprite to the given buffer, checks for drawing outside the buffer.
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pRLEBytes CEL pixel stream (run-length encoded)
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* @param nDataSize Size of CEL in bytes
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*/
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void CelBlitSafeTo(const CelOutputBuffer &out, int sx, int sy, const byte *pRLEBytes, int nDataSize, int nWidth);
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/**
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* @brief Same as CelClippedDrawTo but checks for drawing outside the buffer
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param cel CEL sprite
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* @param frame CEL frame number
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*/
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void CelClippedDrawSafeTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
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/**
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* @brief Blit CEL sprite, and apply lighting, to the given buffer, checks for drawing outside the buffer
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pRLEBytes CEL pixel stream (run-length encoded)
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* @param nDataSize Size of CEL in bytes
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* @param tbl Palette translation table
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*/
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void CelBlitLightSafeTo(const CelOutputBuffer &out, int sx, int sy, const byte *pRLEBytes, int nDataSize, int nWidth, uint8_t *tbl);
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/**
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* @brief Same as CelBlitLightSafeTo but with stippled transparancy applied
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pRLEBytes CEL pixel stream (run-length encoded)
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* @param nDataSize Size of CEL in bytes
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*/
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void CelBlitLightTransSafeTo(const CelOutputBuffer &out, int sx, int sy, const byte *pRLEBytes, int nDataSize, int nWidth);
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/**
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* @brief Same as CelDrawLightRedTo but checks for drawing outside the buffer
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param cel CEL sprite
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* @param frame CEL frame number
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* @param light Light shade to use
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*/
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void CelDrawLightRedSafeTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame, char light);
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/**
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* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the target buffer at the given coordianates
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* @param out Target buffer
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* @param col Color index from current palette
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff CEL buffer
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* @param frame CEL frame number
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* @param skipColorIndexZero If true, color in index 0 will be treated as transparent (these are typically used for shadows in sprites)
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*/
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void CelBlitOutlineTo(const CelOutputBuffer &out, uint8_t col, int sx, int sy, const CelSprite &cel, int frame, bool skipColorIndexZero = true);
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} // namespace devilution
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