10 #ifndef RENDER_SDL_DEF
11 #define RENDER_SDL_DEF
15 #include <ST_util/bytell_hash_map.hpp>
39 void draw_overlay(uint16_t arg, uint8_t sprite, uint8_t sprite_num);
45 void draw_rectangle(int32_t x, int32_t y, int32_t w, int32_t h, SDL_Color color);
49 void draw_sprite(uint16_t arg, int32_t x, int32_t y, uint8_t sprite, uint8_t animation, uint8_t animation_num,
53 draw_sprite_scaled(uint16_t arg, int32_t x, int32_t y, uint8_t sprite, uint8_t animation, uint8_t animation_num,
54 uint8_t sprite_num,
float scale_x,
float scale_y);
58 uint16_t
draw_text_lru_cached(uint16_t font,
const std::string &arg2,
int x,
int y, SDL_Color color_font);
60 void upload_surfaces(ska::bytell_hash_map<uint16_t, SDL_Surface *> *surfaces);
62 void upload_fonts(ska::bytell_hash_map<uint16_t, TTF_Font *> *fonts);
68 int8_t
initialize(SDL_Window *win, int16_t width, int16_t height);
The renderer for the engine.
uint16_t draw_text_lru_cached(uint16_t font, const std::string &arg2, int x, int y, SDL_Color color_font)
void upload_fonts(ska::bytell_hash_map< uint16_t, TTF_Font * > *fonts)
void upload_surfaces(ska::bytell_hash_map< uint16_t, SDL_Surface * > *surfaces)
void draw_overlay(uint16_t arg, uint8_t sprite, uint8_t sprite_num)
void draw_sprite_scaled(uint16_t arg, int32_t x, int32_t y, uint8_t sprite, uint8_t animation, uint8_t animation_num, uint8_t sprite_num, float scale_x, float scale_y)
void draw_sprite(uint16_t arg, int32_t x, int32_t y, uint8_t sprite, uint8_t animation, uint8_t animation_num, uint8_t sprite_num)
void clear_screen(SDL_Color color)
void draw_texture(uint16_t arg, int32_t x, int32_t y)
uint16_t draw_text_cached_glyphs(uint16_t font, const std::string &text, int x, int y, SDL_Color color_font)
void draw_background_parallax(uint16_t arg, uint16_t offset)
int8_t initialize(SDL_Window *win, int16_t width, int16_t height)
void draw_texture_scaled(uint16_t arg, int32_t x, int32_t y, float scale_x, float scale_y)
void set_resolution(int16_t r_width, int16_t r_height)
void draw_background(uint16_t arg)
void draw_rectangle(int32_t x, int32_t y, int32_t w, int32_t h, SDL_Color color)
void set_draw_color(uint8_t, uint8_t, uint8_t, uint8_t)
void draw_rectangle_filled(int32_t x, int32_t y, int32_t w, int32_t h, SDL_Color color)
This struct represents text objects in the game.