/** * @file cel_render.hpp * * CEL rendering. */ #pragma once #include #include "engine.h" #include "items.h" #include "engine/cel_sprite.hpp" #include "engine/point.hpp" namespace devilution { /** * Returns a pair of X coordinates containing the start (inclusive) and end (exclusive) * of fully transparent columns in the sprite. */ std::pair MeasureSolidHorizontalBounds(const CelSprite &cel, int frame = 1); /** * @brief Blit CEL sprite to the back buffer at the given coordinates * @param out Target buffer * @param position Target buffer coordinate * @param cel CEL sprite * @param frame CEL frame number */ void CelDrawTo(const Surface &out, Point position, const CelSprite &cel, int frame); /** * @briefBlit CEL sprite to the given buffer, does not perform bounds-checking. * @param out Target buffer * @param position Coordinate in the target buffer coordinate * @param cel CEL sprite * @param frame CEL frame number */ void CelDrawUnsafeTo(const Surface &out, Point position, const CelSprite &cel, int frame); /** * @brief Same as CelDrawTo but with the option to skip parts of the top and bottom of the sprite * @param out Target buffer * @param position Target buffer coordinate * @param cel CEL sprite * @param frame CEL frame number */ void CelClippedDrawTo(const Surface &out, Point position, const CelSprite &cel, int frame); /** * @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates * @param out Target buffer * @param position Target buffer coordinate * @param cel CEL sprite * @param frame CEL frame number */ void CelDrawLightTo(const Surface &out, Point position, const CelSprite &cel, int frame, uint8_t *tbl); /** * @brief Same as CelDrawLightTo but with the option to skip parts of the top and bottom of the sprite * @param out Target buffer * @param position Target buffer coordinate * @param cel CEL sprite * @param frame CEL frame number */ void CelClippedDrawLightTo(const Surface &out, Point position, const CelSprite &cel, int frame); /** * @brief Same as CelBlitLightTransSafeTo * @param out Target buffer * @param position Target buffer coordinate * @param cel CEL sprite * @param frame CEL frame number */ void CelClippedBlitLightTransTo(const Surface &out, Point position, const CelSprite &cel, int frame); /** * @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates, translated to a red hue * @param out Target buffer * @param position Target buffer coordinate * @param cel CEL sprite * @param frame CEL frame number */ void CelDrawLightRedTo(const Surface &out, Point position, const CelSprite &cel, int frame); /** * @brief Blit item's CEL sprite recolored red if not usable, normal if usable * @param item Item being drawn * @param out Target buffer * @param position Target buffer coordinate * @param cel CEL sprite * @param frame CEL frame number */ void CelDrawItem(const Item &item, const Surface &out, Point position, const CelSprite &cel, int frame); /** * @brief Blit a solid colder shape one pixel larger than the given sprite shape, to the target buffer at the given coordianates * @param out Target buffer * @param col Color index from current palette * @param position Target buffer coordinate * @param pCelBuff CEL buffer * @param frame CEL frame number * @param skipColorIndexZero If true, color in index 0 will be treated as transparent (these are typically used for shadows in sprites) */ void CelBlitOutlineTo(const Surface &out, uint8_t col, Point position, const CelSprite &cel, int frame, bool skipColorIndexZero = true); } // namespace devilution