67#define VRGB_TO_INT32(rgb) (unsigned(rgb[0]*255.0f)<<16)|(unsigned(rgb[1]*255.0f)<<8)|(unsigned(rgb[2]*255.0f))|0xFF000000
68#define VRGBA_TO_INT32(rgb) (unsigned(rgb[3]*255.0f)<<24)|(unsigned(rgb[0]*255.0f)<<16)|(unsigned(rgb[1]*255.0f)<<8)|(unsigned(rgb[2]*255.0f))
73#define RGB_TO_INT32(r,g,b) (unsigned(r)<<16)|(unsigned(g)<<8)|(unsigned(b))|0xFF000000
74#define RGBA_TO_INT32(r,g,b,a) (unsigned(a)<<24)|(unsigned(r)<<16)|(unsigned(g)<<8)|(unsigned(b))
79#define FRGB_TO_INT32(r,g,b) (unsigned(r*255.0f)<<16)|(unsigned(g*255.0f)<<8)|(unsigned(b*255.0f))|0xFF000000
80#define FRGBA_TO_INT32(r,g,b,a) (unsigned(a*255.0f)<<24)|(unsigned(r*255.0f)<<16)|(unsigned(g*255.0f)<<8)|(unsigned(b*255.0f))
85#define INT32_TO_VRGB(color, vrgb) \
86 vrgb[0] = ((color & 0x00FF0000) >> 16) / 256.0F; \
87 vrgb[1] = ((color & 0x0000FF00) >> 8) / 256.0F; \
88 vrgb[2] = ((color & 0x000000FF)) / 256.0F;
90#define INT32_TO_VRGBA(color, vrgba) \
91 vrgba[0] = ((color & 0x00FF0000) >> 16) / 256.0F; \
92 vrgba[1] = ((color & 0x0000FF00) >> 8) / 256.0F; \
93 vrgba[2] = ((color & 0x000000FF)) / 256.0F; \
94 vrgba[3] = ((color & 0xFF000000) >> 24) / 256.0F;
107 virtual void Reset(
void);
141 void Add_Line(
const Vector2 & a,
const Vector2 & b,
float width,
unsigned long color ,
unsigned long color2);
143 void Add_Outline(
const RectClass & rect,
float width = 1.0F,
unsigned long color = 0xFFFFFFFF );
209 virtual void Reset(
void);
222 void Draw_Text(
const char * text,
unsigned long color = 0xFFFFFFFF );
223 void Draw_Text(
const WCHAR * text,
unsigned long color = 0xFFFFFFFF );
242 bool IsClippedEnabled;
244 void Draw_Char( WCHAR ch,
unsigned long color );
#define W3DMPO_GLUE(ARGCLASS)
void Enable_Additive(bool b)
void Enable_Grayscale(bool b)
added for generals to draw disabled button states - MW
void Internal_Add_Quad_UVs(const RectClass &uv)
DynamicVectorClass< unsigned long > & Get_Color_Array(void)
void Set_Hidden(bool hide)
void Add_Rect(const RectClass &rect, float border_width=1.0F, uint32 border_color=0xFF000000, uint32 fill_color=0xFFFFFFFF)
void Internal_Add_Quad_Colors(unsigned long color)
void Move(const Vector2 &a)
Vector2 PreAllocatedUVCoordinates[60]
void Add_Quad(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2, const Vector2 &v3, const RectClass &uv, unsigned long color=0xFFFFFFFF)
void Set_Coordinate_Range(const RectClass &range)
static void Set_Screen_Resolution(const RectClass &screen)
void Add_Outline(const RectClass &rect, float width=1.0F, unsigned long color=0xFFFFFFFF)
DynamicVectorClass< unsigned short > Indices
void Enable_Alpha(bool b)
void Internal_Add_Quad_Indicies(int start_vert_index, bool backfaced=false)
void Force_Color(int color)
Vector2 PreAllocatedVertices[60]
void Internal_Add_Quad_Vertices(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2, const Vector2 &v3)
void Add_Quad_Backfaced(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2, const Vector2 &v3, const RectClass &uv, unsigned long color=0xFFFFFFFF)
DynamicVectorClass< Vector2 > UVCoordinates
void Add_Quad_VGradient(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2, const Vector2 &v3, const RectClass &uv, unsigned long top_color, unsigned long bottom_color)
TextureClass * Peek_Texture(void)
unsigned long PreAllocatedColors[60]
static const RectClass & Get_Screen_Resolution(void)
void Set_Texture(TextureClass *tex)
DynamicVectorClass< Vector2 > Vertices
unsigned short PreAllocatedIndices[60]
Vector2 BiasedCoordinateOffset
void Add_Line(const Vector2 &a, const Vector2 &b, float width, unsigned long color=0xFFFFFFFF)
ShaderClass * Get_Shader(void)
void Add_Quad_HGradient(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2, const Vector2 &v3, const RectClass &uv, unsigned long left_color, unsigned long right_color)
void Internal_Add_Quad_VColors(unsigned long color1, unsigned long color2)
void Add_Tri(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2, const Vector2 &uv0, const Vector2 &uv1, const Vector2 &uv2, unsigned long color=0xFFFFFFFF)
Render2DClass(TextureClass *tex=NULL)
DynamicVectorClass< unsigned long > Colors
void Internal_Add_Quad_HColors(unsigned long color1, unsigned long color2)
virtual ~Render2DClass(void)
void Force_Alpha(float alpha)
void Set_Z_Value(float z_value)
static RectClass ScreenResolution
void Enable_Texturing(bool b)
static ShaderClass Get_Default_Shader(void)
Vector2 Convert_Vert(const Vector2 &v)
void Set_Font(Font3DInstanceClass *font)
void Set_Location(const Vector2 &loc)
bool Is_Clipping_Enabled(void) const
const Vector2 & Get_Cursor(void)
void Set_Clipping_Rect(const RectClass &rect)
void Draw_Block(const RectClass &screen, unsigned long color=0xFFFFFFFF)
const RectClass & Get_Draw_Extents(void)
const RectClass & Get_Total_Extents(void)
void Set_Wrapping_Width(float width)
void Enable_Clipping(bool onoff)
Render2DTextClass(Font3DInstanceClass *font=NULL)
Vector2 Get_Text_Extents(const WCHAR *text)
Font3DInstanceClass * Peek_Font(void)
void Draw_Text(const char *text, unsigned long color=0xFFFFFFFF)