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SpaceCadetPinball/SpaceCadetPinball/render.h

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#pragma once
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#include "gdrv.h"
#include "maths.h"
#include "zdrv.h"
enum class VisualTypes : char
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{
None = 0,
Sprite = 1,
Ball = 2
};
struct render_sprite_type_struct
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{
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rectangle_type BmpRect;
gdrv_bitmap8* Bmp;
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zmap_header_type* ZMap;
char UnknownFlag;
VisualTypes VisualType;
int16_t Depth;
rectangle_type DirtyRectPrev;
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int ZMapOffestY;
int ZMapOffestX;
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rectangle_type DirtyRect;
std::vector<render_sprite_type_struct*>* SpriteArray;
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rectangle_type BoundingRect;
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};
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class render
{
public:
static gdrv_bitmap8 *vscreen, *background_bitmap;
static SDL_Rect DestinationRect;
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static void init(gdrv_bitmap8* bmp, float zMin, float zScaler, int width, int height);
static void uninit();
static void recreate_screen_texture();
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static void update();
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static void sprite_modified(render_sprite_type_struct* sprite);
static render_sprite_type_struct* create_sprite(VisualTypes visualType, gdrv_bitmap8* bmp,
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zmap_header_type* zMap,
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int xPosition, int yPosition, rectangle_type* rect);
static void remove_sprite(render_sprite_type_struct* sprite, bool removeFromList);
static void remove_ball(render_sprite_type_struct* ball, bool removeFromList);
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static void sprite_set(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp, zmap_header_type* zMap, int xPos,
int yPos);
static void sprite_set_bitmap(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp);
static void set_background_zmap(struct zmap_header_type* zMap, int offsetX, int offsetY);
static void ball_set(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp, float depth, int xPos, int yPos);
static void shift(int offsetX, int offsetY);
static void build_occlude_list();
static void SpriteViewer(bool* show);
static void PresentVScreen();
private:
static std::vector<render_sprite_type_struct*> dirty_list, sprite_list, ball_list;
static zmap_header_type* background_zmap;
static int zmap_offset, zmap_offsetY, offset_x, offset_y;
static float zscaler, zmin, zmax;
static rectangle_type vscreen_rect;
static gdrv_bitmap8 *ball_bitmap[20];
static zmap_header_type* zscreen;
static SDL_Texture* vScreenTex;
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static void repaint(struct render_sprite_type_struct* sprite);
static void paint_balls();
static void unpaint_balls();
static void BlitVScreen();
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};