mirror of
https://github.com/id-Software/DOOM-iOS.git
synced 2026-03-20 00:49:34 +01:00
The DOOM Classic for iPhone 1.0 source as released on November 3, 2009
This commit is contained in:
67
code/prboom/gl_struct.h
Normal file
67
code/prboom/gl_struct.h
Normal file
@@ -0,0 +1,67 @@
|
||||
/* Emacs style mode select -*- C++ -*-
|
||||
*-----------------------------------------------------------------------------
|
||||
*
|
||||
*
|
||||
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
|
||||
* based on BOOM, a modified and improved DOOM engine
|
||||
* Copyright (C) 1999 by
|
||||
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
|
||||
* Copyright (C) 1999-2000 by
|
||||
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
|
||||
* Copyright 2005, 2006 by
|
||||
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 2
|
||||
* of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
||||
* 02111-1307, USA.
|
||||
*
|
||||
* DESCRIPTION:
|
||||
*
|
||||
*---------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifndef _GL_STRUCT_H
|
||||
#define _GL_STRUCT_H
|
||||
|
||||
extern int nodesVersion;
|
||||
|
||||
|
||||
extern byte *staticPlaypal; // JDC: added to avoid the continuous lookup of PLAYPAL
|
||||
|
||||
void gld_Init(int width, int height);
|
||||
void gld_InitCommandLine();
|
||||
|
||||
void gld_DrawNumPatch(int x, int y, int lump, int cm, enum patch_translation_e flags);
|
||||
void gld_DrawBackground(const char* name);
|
||||
void gld_DrawLine(int x0, int y0, int x1, int y1, int BaseColor);
|
||||
void gld_DrawWeapon(int weaponlump, vissprite_t *vis, int lightlevel);
|
||||
void gld_FillBlock(int x, int y, int width, int height, int col);
|
||||
void gld_SetPalette(int palette);
|
||||
|
||||
unsigned char *gld_ReadScreen (void);
|
||||
|
||||
void gld_CleanMemory(void);
|
||||
void gld_PreprocessLevel(void);
|
||||
|
||||
void gld_Set2DMode();
|
||||
void gld_InitDrawScene(void);
|
||||
void gld_StartDrawScene(void);
|
||||
void gld_AddPlane(int subsectornum, visplane_t *floor, visplane_t *ceiling);
|
||||
void gld_AddWall(seg_t *seg);
|
||||
void gld_AddSprite(vissprite_t *vspr);
|
||||
void gld_DrawScene(player_t *player);
|
||||
void gld_EndDrawScene(void);
|
||||
void gld_Finish();
|
||||
|
||||
#endif // _GL_STRUCT_H
|
||||
Reference in New Issue
Block a user