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107 lines
3.6 KiB
107 lines
3.6 KiB
/** |
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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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#include "engine/cel_sprite.hpp" |
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#include "engine/point.hpp" |
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#include "items.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(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 position 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 Surface &out, Point position, 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 position Coordinate in the 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 CelDrawUnsafeTo(const Surface &out, Point position, 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 position 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 Surface &out, Point position, 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 position 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 Surface &out, Point position, 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 position 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 Surface &out, Point position, CelSprite cel, int frame); |
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/** |
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* @brief Same as CelBlitLightSafeTo but with transparency applied |
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* @param out Target buffer |
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* @param position 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 Surface &out, Point position, 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 position 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 CelDrawLightRedTo(const Surface &out, Point position, CelSprite cel, int frame); |
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/** |
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* @brief Blit item's CEL sprite recolored red if not usable, normal if usable |
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* @param item Item being drawn |
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* @param out Target buffer |
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* @param position 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 CelDrawItem(const Item &item, const Surface &out, Point position, CelSprite cel, int frame); |
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/** |
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* @brief Blit a solid colder shape one pixel larger than 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 position 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 Surface &out, uint8_t col, Point position, CelSprite cel, int frame, bool skipColorIndexZero = true); |
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} // namespace devilution
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