// NewBlit.h // struct Image_t; class RenderTexture; enum GLBlendType { GL_BLEND_NONE = 0, GL_BLEND_MULT, GL_BLEND_ADD }; void GL_RenderImage(Image_t* image, int x, int y, int width, int height, int colorRemap = 0, int shapeId = 0, bool ignoreOutOfScreenPixels = false, bool flipUV = false); void GL_RenderForeGroundImage(Image_t* image, int x, int y, int width, int height, int colorRemap = 0, int shapeId = 0); void GL_DrawText(int color, int x, int y, char* text); void GL_FillRect(int color, int x, int y, int width, int height); void GL_FillRect(int _r, int _g, int _b, int x, int y, int width, int height); void GL_DrawLine(int color, int x, int y, int dx, int dy); void GL_ResetClipRect(void); void GL_SetClipRect(int x, int y, int width, int height); void GL_ForceForegroundRender(bool force); void GL_DrawForegroundText(int color, int x, int y, char* text); void GL_DrawForegroundText(int color, float fontsize, float r, float g, float b, int x, int y, char* text); void GL_SetColor(float r, float g, float b); void GL_SetRenderTexture(RenderTexture* renderTexture); void GL_EnableBlend(GLBlendType blendType); void GL_DrawText(int color, float fontsize, float r, float g, float b, int x, int y, char* text); void GL_RenderLine(int x1, int y1, int x2, int y2, int r, int g, int b, float thickness);